51 lines
1.8 KiB
Plaintext
51 lines
1.8 KiB
Plaintext
|
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||
|
|
||
|
struct IndirectShaderData
|
||
|
{
|
||
|
float4x4 PositionMatrix;
|
||
|
float4x4 InversePositionMatrix;
|
||
|
float4 ControlData;
|
||
|
};
|
||
|
|
||
|
#if defined(SHADER_API_GLCORE) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE)
|
||
|
StructuredBuffer<IndirectShaderData> IndirectShaderDataBuffer;
|
||
|
StructuredBuffer<IndirectShaderData> VisibleShaderDataBuffer;
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
void setupScale()
|
||
|
{
|
||
|
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||
|
#ifdef GPU_FRUSTUM_ON
|
||
|
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||
|
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||
|
#else
|
||
|
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||
|
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||
|
#endif
|
||
|
|
||
|
#ifdef FAR_CULL_ON_PROCEDURAL_INSTANCING
|
||
|
#define transformPosition mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz
|
||
|
#define distanceToCamera length(transformPosition - _WorldSpaceCameraPos.xyz)
|
||
|
float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
|
||
|
unity_ObjectToWorld = mul(unity_ObjectToWorld, float4x4(cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, cull, 0, 0, 0, 0, 1));
|
||
|
#undef transformPosition
|
||
|
#undef distanceToCamera
|
||
|
#endif
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void setup()
|
||
|
{
|
||
|
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
|
||
|
#ifdef GPU_FRUSTUM_ON
|
||
|
unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||
|
unity_WorldToObject = VisibleShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||
|
#else
|
||
|
unity_ObjectToWorld = IndirectShaderDataBuffer[unity_InstanceID].PositionMatrix;
|
||
|
unity_WorldToObject = IndirectShaderDataBuffer[unity_InstanceID].InversePositionMatrix;
|
||
|
#endif
|
||
|
#endif
|
||
|
}
|
||
|
|