ECM2
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62
Assets/VolumetricLightBeam/Shaders/ShaderMaths.cginc
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62
Assets/VolumetricLightBeam/Shaders/ShaderMaths.cginc
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// The following comment prevents Unity from auto upgrading the shader. Please keep it to keep backward compatibility.
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// UNITY_SHADER_NO_UPGRADE
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#ifndef _VLB_SHADER_MATHS_INCLUDED_
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#define _VLB_SHADER_MATHS_INCLUDED_
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inline float lengthSqr(float2 v) { return dot(v, v); }
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inline float dot2(float3 v) { return dot(v.xy,v.xy); }
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inline float lerpClamped(float a, float b, float t) { return lerp(a, b, saturate(t)); }
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inline float invLerp(float a, float b, float t) { return (t - a) / (b - a); }
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inline float invLerpClamped(float a, float b, float t) { return saturate(invLerp(a, b, t)); }
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inline float fromABtoCD_Clamped(float valueAB, float A, float B, float C, float D) { return lerpClamped(C, D, invLerpClamped(A, B, valueAB)); }
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// Returns 1.0 if a >= b, 0.0 otherwise
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inline float isEqualOrGreater(float a, float b) { return step(b, a); }
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// Returns 1.0 if a < b, 0.0 otherwise
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inline float isLower(float a, float b) { return 1.0 - step(b, a); }
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// Returns 1.0 if all arguments equal 1.0, 0.0 otherwise
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inline float ifAnd(float a, float b) { return isEqualOrGreater(a + b, 1.5); }
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inline float ifAnd(float a, float b, float c) { return isEqualOrGreater(a + b + c, 2.5); }
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// Get signed distance of pos from the plane (normal ; d).
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// Normal should be normalized.
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// If we want to disable this feature, we could set normal and d to 0 (no discard in this case).
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inline float DistanceToPlane(float3 pos, float3 normal, float d) { return dot(normal, pos) + d; }
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// https://www.iquilezles.org/www/articles/functions/functions.htm
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// A nice choice to remap the 0..1 interval into 0..1, such that the corners are mapped to 0 and the center to 1.
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// In other words, parabola(0) = parabola(1) = 0, and parabola(1/2) = 1.
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inline float parabola( float x, float k )
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{
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return pow( 4.0*x*(1.0-x), k );
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}
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// https://en.wikipedia.org/wiki/Smoothstep
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inline float smootherstep(float edge0, float edge1, float x)
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{
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// Scale, and clamp x to 0..1 range
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x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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// Evaluate polynomial
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return x*x*x*(x*(x * 6 - 15) + 10);
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}
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inline float flipUV(float uv, float shouldFlip)
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{
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// returns uv or 1-uv
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return max(-shouldFlip, 0) + shouldFlip * uv;
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}
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inline float GetLODFadeFactor()
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{
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float fadeFactor = unity_LODFade.x;
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if (fadeFactor <= 0)
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{
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fadeFactor = 1 - abs(fadeFactor);
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}
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return fadeFactor;
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}
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#endif
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