FateViewer/Assets/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_ScreenPosInputsNode...

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2023-10-09 00:51:40 +08:00
Shader "Hidden/ScreenPosInputsNode"
{
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
inline float4 PrevComputeNonStereoScreenPos (float4 pos) {
float4 o = pos * 0.5f;
o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w;
o.zw = pos.zw;
return o;
}
inline float4 CalculateScreenPos (float2 uv)
{
float2 xy = 2 * uv - 1;
float z = -sqrt (1 - saturate (dot (xy,xy)));
float3 vertexPos = float3(xy, z);
float4x4 P = float4x4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_P
float4x4 V = UNITY_MATRIX_V;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //UNITY_MATRIX_V
float4x4 M = unity_ObjectToWorld;//float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1); //unity_ObjectToWorld
float4x4 VPmatrix = mul (P, V);
float4 clipPos = mul (VPmatrix, mul (M, float4(vertexPos, 1.0))); //same as object to clip pos
float4 screenPos = ComputeScreenPos (clipPos);
return screenPos;
}
ENDCG
//Normalized
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
float4 frag( v2f_img i ) : SV_Target
{
return CalculateScreenPos(i.uv);
}
ENDCG
}
//Screen
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
uniform float4 _ASEPreviewSize;
float4 frag (v2f_img i) : SV_Target
{
float4 screenPos = CalculateScreenPos (i.uv);
screenPos.xy *= _ASEPreviewSize.xy;
return screenPos;
}
ENDCG
}
}
}