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- #ifndef UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #define UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD1;
- #ifdef _NORMALMAP
- half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
- half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
- half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
- #else
- half3 normalWS : TEXCOORD2;
- half3 viewDir : TEXCOORD3;
- #endif
- 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.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
- #if defined(_NORMALMAP)
- output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
- output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- output.normalWS = half3(NormalizeNormalPerVertex(normalInput.normalWS));
- #endif
- return output;
- }
- half4 DepthNormalsFragment(Varyings input) : SV_TARGET
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- #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 = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
- return half4(packedNormalWS, 0.0);
- #else
- float2 uv = input.uv;
- #if defined(_NORMALMAP)
- half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
- #else
- half3 normalWS = input.normalWS;
- #endif
- normalWS = NormalizeNormalPerPixel(normalWS);
- return half4(normalWS, 0.0);
- #endif
- }
- #endif
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