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- #ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
- // DepthNormal pass
- struct AttributesDepthNormal
- {
- float4 positionOS : POSITION;
- half3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsDepthNormal
- {
- float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
- #ifndef TERRAIN_SPLAT_BASEPASS
- float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
- float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
- #endif
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
- half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
- half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
- #else
- half3 normal : TEXCOORD3;
- #endif
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsDepthNormal DepthNormalOnlyVertex(AttributesDepthNormal v)
- {
- VaryingsDepthNormal o = (VaryingsDepthNormal)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
- const VertexPositionInputs attributes = GetVertexPositionInputs(v.positionOS.xyz);
- o.uvMainAndLM.xy = v.texcoord;
- o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #ifndef TERRAIN_SPLAT_BASEPASS
- o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
- o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
- o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
- o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
- #endif
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(attributes.positionWS);
- float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
- VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
- o.normal = half4(normalInput.normalWS, viewDirWS.x);
- o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
- o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
- #else
- o.normal = TransformObjectToWorldNormal(v.normalOS);
- #endif
- o.clipPos = attributes.positionCS;
- return o;
- }
- half4 DepthNormalOnlyFragment(VaryingsDepthNormal IN) : SV_TARGET
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.uvMainAndLM.xy);
- #endif
- float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
- half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- NormalMapMix(IN.uvSplat01, IN.uvSplat23, splatControl, normalTS);
- #if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz));
- #elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = IN.viewDir;
- float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
- #else
- half3 normalWS = IN.normal;
- #endif
- normalWS = NormalizeNormalPerPixel(normalWS);
- return half4(normalWS, 0.0);
- }
- #endif
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