#ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float3 normal : NORMAL; float4 positionOS : POSITION; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings DepthNormalsVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS); output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); return output; } float4 DepthNormalsFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Output... #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = normalize(input.normalWS); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] half3 packedNormalWS = half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, 1] return half4(packedNormalWS, 0.0); #else return half4(NormalizeNormalPerPixel(input.normalWS), 0.0); #endif } #endif