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- #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
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