#ifndef POI_HELPER #define POI_HELPER #include "CGI_PoiColors.cginc" #ifndef pi #define pi float(3.14159265359) #endif float2 random2(float2 p) { return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453); } float3 random3(float3 p) { return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453); } float3 mod(float3 x, float y) { return x - y * floor(x / y); } float2 mod(float2 x, float y) { return x - y * floor(x / y); } //1/7 #define K 0.142857142857 //3/7 #define Ko 0.428571428571 // Permutation polynomial: (34x^2 + x) mod 289 float3 Permutation(float3 x) { return mod((34.0 * x + 1.0) * x, 289.0); } bool IsInMirror() { return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f; } float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax) { #if UNITY_SPECCUBE_BOX_PROJECTION UNITY_BRANCH if (cubemapPosition.w > 0) { float3 factors = ((direction > 0 ? boxMax: boxMin) - position) / direction; float scalar = min(min(factors.x, factors.y), factors.z); direction = direction * scalar + (position - cubemapPosition); } #endif return direction; } // Camera float3 getCameraPosition() { #ifdef USING_STEREO_MATRICES return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5); #endif return _WorldSpaceCameraPos; } float3 getCameraForward() { #if UNITY_SINGLE_PASS_STEREO float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1)); float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1)); #else float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)); float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)); #endif return normalize(p2 - p1); } float3 grayscale_vector_node() { return float3(0, 0.3823529, 0.01845836); } float3 grayscale_for_light() { return float3(0.298912, 0.586611, 0.114478); } //Math Operators float remap(float x, float minOld, float maxOld, float minNew, float maxNew) { return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld); } float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew, float2 maxNew) { return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld); } float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew, float3 maxNew) { return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld); } float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew, float4 maxNew) { return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld); } float remapClamped(float x, float minOld, float maxOld, float minNew, float maxNew) { return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew); } float2 remapClamped(float2 x, float2 minOld, float2 maxOld, float2 minNew, float2 maxNew) { return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew); } float3 remapClamped(float3 x, float3 minOld, float3 maxOld, float3 minNew, float3 maxNew) { return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew); } float4 remapClamped(float4 x, float4 minOld, float4 maxOld, float4 minNew, float4 maxNew) { return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew); } float poiMax(float2 i) { return max(i.x, i.y); } float poiMax(float3 i) { return max(max(i.x, i.y), i.z); } float poiMax(float4 i) { return max(max(max(i.x, i.y), i.z), i.w); } float4x4 poiAngleAxisRotationMatrix(float angle, float3 axis) { axis = normalize(axis); float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return float4x4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, 0.0, 0.0, 0.0, 1.0); } float4x4 poiRotationMatrixFromAngles(float x, float y, float z) { float angleX = radians(x); float c = cos(angleX); float s = sin(angleX); float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); float angleY = radians(y); c = cos(angleY); s = sin(angleY); float4x4 rotateYMatrix = float4x4(c, 0, s, 0, 0, 1, 0, 0, - s, 0, c, 0, 0, 0, 0, 1); float angleZ = radians(z); c = cos(angleZ); s = sin(angleZ); float4x4 rotateZMatrix = float4x4(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix); } float4x4 poiRotationMatrixFromAngles(float3 angles) { float angleX = radians(angles.x); float c = cos(angleX); float s = sin(angleX); float4x4 rotateXMatrix = float4x4(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); float angleY = radians(angles.y); c = cos(angleY); s = sin(angleY); float4x4 rotateYMatrix = float4x4(c, 0, s, 0, 0, 1, 0, 0, - s, 0, c, 0, 0, 0, 0, 1); float angleZ = radians(angles.z); c = cos(angleZ); s = sin(angleZ); float4x4 rotateZMatrix = float4x4(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix); } #endif half2 calcScreenUVs(half4 grabPos) { half2 uv = grabPos / (grabPos.w + 0.0000000001); #if UNITY_SINGLE_PASS_STEREO uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y); #else uv.xy *= _ScreenParams.xy; #endif return uv; } float inverseLerp(float A, float B, float T) { return(T - A) / (B - A); } float inverseLerp2(float2 a, float2 b, float2 value) { float2 AB = b - a; float2 AV = value - a; return dot(AV, AB) / dot(AB, AB); } float inverseLerp3(float3 a, float3 b, float3 value) { float3 AB = b - a; float3 AV = value - a; return dot(AV, AB) / dot(AB, AB); } float inverseLerp4(float4 a, float4 b, float4 value) { float4 AB = b - a; float4 AV = value - a; return dot(AV, AB) / dot(AB, AB); } // Dithering inline half Dither8x8Bayer(int x, int y) { const half dither[ 64 ] = { 1, 49, 13, 61, 4, 52, 16, 64, 33, 17, 45, 29, 36, 20, 48, 32, 9, 57, 5, 53, 12, 60, 8, 56, 41, 25, 37, 21, 44, 28, 40, 24, 3, 51, 15, 63, 2, 50, 14, 62, 35, 19, 47, 31, 34, 18, 46, 30, 11, 59, 7, 55, 10, 58, 6, 54, 43, 27, 39, 23, 42, 26, 38, 22 }; int r = y * 8 + x; return dither[r] / 64; } // UV Manipulation float2 TransformUV(half2 offset, half rotation, half2 scale, float2 uv) { float theta = radians(rotation); scale = 1 - scale; float cs = cos(theta); float sn = sin(theta); float2 centerPoint = offset + .5; uv = float2((uv.x - centerPoint.x) * cs - (uv.y - centerPoint.y) * sn + centerPoint.x, (uv.x - centerPoint.x) * sn + (uv.y - centerPoint.y) * cs + centerPoint.y); return remap(uv, float2(0, 0) + offset + (scale * .5), float2(1, 1) + offset - (scale * .5), float2(0, 0), float2(1, 1)); } float3 hueShift(float3 col, float hueAdjust) { hueAdjust *= 2 * pi; const float3 k = float3(0.57735, 0.57735, 0.57735); half cosAngle = cos(hueAdjust); return col * cosAngle + cross(k, col) * sin(hueAdjust) + k * dot(k, col) * (1.0 - cosAngle); }