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- // UNITY_SHADER_NO_UPGRADE
- #ifndef UNITY_GRAPHFUNCTIONS_INCLUDED
- #define UNITY_GRAPHFUNCTIONS_INCLUDED
- // ----------------------------------------------------------------------------
- // Included in generated graph shaders
- // ----------------------------------------------------------------------------
- bool IsGammaSpace()
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return true;
- #else
- return false;
- #endif
- }
- float4 ComputeScreenPos (float4 pos, float projectionSign)
- {
- float4 o = pos * 0.5f;
- o.xy = float2(o.x, o.y * projectionSign) + o.w;
- o.zw = pos.zw;
- return o;
- }
- struct Gradient
- {
- int type;
- int colorsLength;
- int alphasLength;
- float4 colors[8];
- float2 alphas[8];
- };
- Gradient NewGradient(int type, int colorsLength, int alphasLength,
- float4 colors0, float4 colors1, float4 colors2, float4 colors3, float4 colors4, float4 colors5, float4 colors6, float4 colors7,
- float2 alphas0, float2 alphas1, float2 alphas2, float2 alphas3, float2 alphas4, float2 alphas5, float2 alphas6, float2 alphas7)
- {
- Gradient output =
- {
- type, colorsLength, alphasLength,
- {colors0, colors1, colors2, colors3, colors4, colors5, colors6, colors7},
- {alphas0, alphas1, alphas2, alphas3, alphas4, alphas5, alphas6, alphas7}
- };
- return output;
- }
- #ifndef SHADERGRAPH_SAMPLE_SCENE_DEPTH
- #define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_SampleSceneDepth(uv)
- #endif
- #ifndef SHADERGRAPH_SAMPLE_SCENE_COLOR
- #define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_SampleSceneColor(uv)
- #endif
- #ifndef SHADERGRAPH_BAKED_GI
- #define SHADERGRAPH_BAKED_GI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling) shadergraph_BakedGI(positionWS, normalWS, uvStaticLightmap, uvDynamicLightmap, applyScaling)
- #endif
- #ifndef SHADERGRAPH_REFLECTION_PROBE
- #define SHADERGRAPH_REFLECTION_PROBE(viewDir, normalOS, lod) shadergraph_ReflectionProbe(viewDir, normalOS, lod)
- #endif
- #ifndef SHADERGRAPH_FOG
- #define SHADERGRAPH_FOG(position, color, density) shadergraph_Fog(position, color, density)
- #endif
- #ifndef SHADERGRAPH_AMBIENT_SKY
- #define SHADERGRAPH_AMBIENT_SKY float3(0,0,0)
- #endif
- #ifndef SHADERGRAPH_AMBIENT_EQUATOR
- #define SHADERGRAPH_AMBIENT_EQUATOR float3(0,0,0)
- #endif
- #ifndef SHADERGRAPH_AMBIENT_GROUND
- #define SHADERGRAPH_AMBIENT_GROUND float3(0,0,0)
- #endif
- #ifndef SHADERGRAPH_OBJECT_POSITION
- #define SHADERGRAPH_OBJECT_POSITION UNITY_MATRIX_M._m03_m13_m23
- #endif
- float shadergraph_SampleSceneDepth(float2 uv)
- {
- return 1;
- }
- float3 shadergraph_SampleSceneColor(float2 uv)
- {
- return 0;
- }
- float3 shadergraph_BakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling)
- {
- return 0;
- }
- float3 shadergraph_ReflectionProbe(float3 viewDir, float3 normalOS, float lod)
- {
- return 0;
- }
- void shadergraph_Fog(float3 position, out float4 color, out float density)
- {
- color = 0;
- density = 0;
- }
- #endif // UNITY_GRAPHFUNCTIONS_INCLUDED
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