rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/cginc/SpaceTransforms.cginc

101 lines
2.6 KiB
HLSL

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