101 lines
2.6 KiB
HLSL
101 lines
2.6 KiB
HLSL
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#ifndef ADVANCED_DISSOLVE_SPACE_TRANSFORMS_CGINC
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#define ADVANCED_DISSOLVE_SPACE_TRANSFORMS_CGINC
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float3 ADTransformObjectToWorld(float3 positionOS)
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{
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#if defined(ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE) || defined(ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE)
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#ifdef ADVANCED_DISSOLVE_SHADER_GRAPH
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return GetAbsolutePositionWS(TransformObjectToWorld(positionOS.xyz));
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#elif defined(ADVANCED_DISSOLVE_TEXT_MESH_PRO)
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return mul(unity_ObjectToWorld, float4(positionOS, 1)).xyz;
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#else
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return TransformObjectToWorld(positionOS);
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#endif
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#else
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return mul(unity_ObjectToWorld, float4(positionOS, 1)).xyz;
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#endif
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}
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float3 ADTransformObjectToWorldNormal(float3 positionOS)
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{
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#if defined(ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE) || defined(ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE)
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#ifdef ADVANCED_DISSOLVE_SHADER_GRAPH
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return 0;
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#elif defined(ADVANCED_DISSOLVE_TEXT_MESH_PRO)
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return mul(unity_ObjectToWorld, float4(positionOS, 0)).xyz;
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#else
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return TransformObjectToWorldNormal(positionOS);
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#endif
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#else
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return mul(unity_ObjectToWorld, float4(positionOS, 0)).xyz;
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#endif
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}
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float3 ADTransformWorldToObject(float3 positionWS)
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{
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#if defined(ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE) || defined(ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE)
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#ifdef ADVANCED_DISSOLVE_SHADER_GRAPH
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return GetAbsolutePositionWS(TransformObjectToWorld(positionWS.xyz));
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#elif defined(ADVANCED_DISSOLVE_TEXT_MESH_PRO)
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return mul(unity_WorldToObject, float4(positionWS, 1)).xyz;
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#else
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return TransformObjectToWorld(positionWS);
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#endif
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#else
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return mul(unity_WorldToObject, float4(positionWS, 1)).xyz;
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#endif
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}
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float3 ADTransformWorldToObjectNormal(float3 positionWS)
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{
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#if defined(ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE) || defined(ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE)
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#ifdef ADVANCED_DISSOLVE_SHADER_GRAPH
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return GetAbsolutePositionWS(TransformObjectToWorld(positionWS.xyz));
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#elif defined(ADVANCED_DISSOLVE_TEXT_MESH_PRO)
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return mul(unity_WorldToObject, float4(positionWS, 0)).xyz;
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#else
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return TransformObjectToWorld(positionWS);
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#endif
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#else
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return mul(unity_WorldToObject, float4(positionWS, 0)).xyz;
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#endif
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}
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float3 ADGetCameraPositionWS()
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{
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#if defined(ADVANCED_DISSOLVE_HIGH_DEFINITION_RENDER_PIPELINE) || defined(ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE)
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#if defined(ADVANCED_DISSOLVE_SHADER_GRAPH)
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return _WorldSpaceCameraPos;
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#elif defined(ADVANCED_DISSOLVE_TEXT_MESH_PRO)
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return _WorldSpaceCameraPos;
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#else
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return GetCameraPositionWS();
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#endif
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#else
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return _WorldSpaceCameraPos;
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#endif
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}
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#endif //ADVANCED_DISSOLVE_SPACE_TRANSFORMS_CGINC
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