Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /ParticlesInstancing.hlsl
| struct DefaultParticleInstanceData | |
| { | |
| float3x4 transform; | |
| uint color; | |
| float animFrame; | |
| }; | |
| StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData; | |
| float4 unity_ParticleUVShiftData; | |
| half unity_ParticleUseMeshColors; | |
| void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject) | |
| { | |
| UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID]; | |
| // transform matrix | |
| objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f); | |
| objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f); | |
| objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f); | |
| objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f); | |
| // inverse transform matrix (TODO: replace with a library implementation if/when available) | |
| float3x3 worldToObject3x3; | |
| worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx; | |
| worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy; | |
| worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx; | |
| float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]); | |
| worldToObject3x3 = transpose(worldToObject3x3); | |
| worldToObject3x3 *= rcp(det); | |
| float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34); | |
| worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f); | |
| worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f); | |
| worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f); | |
| worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f); | |
| } | |
| void ParticleInstancingSetup() | |
| { | |
| ParticleInstancingMatrices(UNITY_MATRIX_M, unity_WorldToObject); | |
| } | |
| void ParticleInstancingSetup() {} | |