Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /PaniniProjection.shader
| Shader "Hidden/Universal Render Pipeline/PaniniProjection" | |
| { | |
| HLSLINCLUDE | |
| #pragma multi_compile_local _GENERIC _UNIT_DISTANCE | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl" | |
| #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" | |
| float4 _Params; | |
| // Back-ported & adapted from the work of the Stockholm demo team - thanks Lasse | |
| float2 Panini_UnitDistance(float2 view_pos) | |
| { | |
| // Given | |
| // S----------- E--X------- | |
| // | ` . /,´ | |
| // |-- --- Q | |
| // 1 | ,´/ ` | |
| // | ,´ / ´ | |
| // | ,´ / ` | |
| // | ,´ / . | |
| // O` / . | |
| // | / ` | |
| // | / ´ | |
| // 1 | / ´ | |
| // | / ´ | |
| // |/_ . ´ | |
| // P | |
| // | |
| // Have E | |
| // Want to find X | |
| // | |
| // First apply tangent-secant theorem to find Q | |
| // PE*QE = SE*SE | |
| // QE = PE-PQ | |
| // PQ = PE-(SE*SE)/PE | |
| // Q = E*(PQ/PE) | |
| // Then project Q to find X | |
| const float d = 1.0; | |
| const float view_dist = 2.0; | |
| const float view_dist_sq = 4.0; | |
| float view_hyp = sqrt(view_pos.x * view_pos.x + view_dist_sq); | |
| float cyl_hyp = view_hyp - (view_pos.x * view_pos.x) / view_hyp; | |
| float cyl_hyp_frac = cyl_hyp / view_hyp; | |
| float cyl_dist = view_dist * cyl_hyp_frac; | |
| float2 cyl_pos = view_pos * cyl_hyp_frac; | |
| return cyl_pos / (cyl_dist - d); | |
| } | |
| float2 Panini_Generic(float2 view_pos, float d) | |
| { | |
| // Given | |
| // S----------- E--X------- | |
| // | ` ~. /,´ | |
| // |-- --- Q | |
| // | ,/ ` | |
| // 1 | ,´/ ` | |
| // | ,´ / ´ | |
| // | ,´ / ´ | |
| // |,` / , | |
| // O / | |
| // | / , | |
| // d | / | |
| // | / , | |
| // |/ . | |
| // P | |
| // | ´ | |
| // | , ´ | |
| // +- ´ | |
| // | |
| // Have E | |
| // Want to find X | |
| // | |
| // First compute line-circle intersection to find Q | |
| // Then project Q to find X | |
| float view_dist = 1.0 + d; | |
| float view_hyp_sq = view_pos.x * view_pos.x + view_dist * view_dist; | |
| float isect_D = view_pos.x * d; | |
| float isect_discrim = view_hyp_sq - isect_D * isect_D; | |
| float cyl_dist_minus_d = (-isect_D * view_pos.x + view_dist * sqrt(isect_discrim)) / view_hyp_sq; | |
| float cyl_dist = cyl_dist_minus_d + d; | |
| float2 cyl_pos = view_pos * (cyl_dist / view_dist); | |
| return cyl_pos / (cyl_dist - d); | |
| } | |
| half4 FragPaniniProjection(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 view_pos = (2.0 * input.texcoord - 1.0) * _Params.xy * _Params.w; | |
| #if _GENERIC | |
| float2 proj_pos = Panini_Generic(view_pos, _Params.z); | |
| #else // _UNIT_DISTANCE | |
| float2 proj_pos = Panini_UnitDistance(view_pos); | |
| #endif | |
| float2 proj_ndc = proj_pos / _Params.xy; | |
| float2 coords = ClampAndScaleUVForBilinear(proj_ndc * 0.5 + 0.5); | |
| return SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, coords); | |
| } | |
| ENDHLSL | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "Panini Projection" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragPaniniProjection | |
| ENDHLSL | |
| } | |
| } | |
| } | |