#ifndef SHADER_MATHS_INCLUDED #define SHADER_MATHS_INCLUDED #if defined(USE_LWRP) #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #elif defined(USE_URP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #else #include "UnityCG.cginc" #endif //////////////////////////////////////// // Maths functions // inline half3 safeNormalize(half3 inVec) { half dp3 = max(0.001f, dot(inVec, inVec)); return inVec * rsqrt(dp3); } inline float dotClamped(float3 a, float3 b) { #if (SHADER_TARGET < 30 || defined(SHADER_API_PS3)) return saturate(dot(a, b)); #else return max(0.0h, dot(a, b)); #endif } inline float oneDividedBy(float value) { //Catches NANs float sign_value = sign(value); float sign_value_squared = sign_value*sign_value; return sign_value_squared / ( value + sign_value_squared - 1.0); } inline half pow5 (half x) { return x*x*x*x*x; } inline float4 quat_from_axis_angle(float3 axis, float angleRadians) { float4 qr; float half_angle = (angleRadians * 0.5); qr.x = axis.x * sin(half_angle); qr.y = axis.y * sin(half_angle); qr.z = axis.z * sin(half_angle); qr.w = cos(half_angle); return qr; } inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians) { float4 q = quat_from_axis_angle(axis, angleRadians); float3 v = position.xyz; return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); } float3 EncodeFloatRGB(float value) { const float max24int = 256*256*256-1; float3 decomp = floor( value * float3( max24int/(256*256), max24int/256, max24int ) ) / 255.0; decomp.z -= decomp.y * 256.0; decomp.y -= decomp.x * 256.0; return decomp; } float DecodeFloatRGB(float3 decomp) { return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) ); } #endif // SHADER_MATHS_INCLUDED