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83 lines
2.8 KiB
83 lines
2.8 KiB
#ifndef UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED |
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#define UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float2 uv : TEXCOORD0; |
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half3 normalOS : NORMAL; |
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half4 tangentOS : TANGENT; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct Varyings |
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{ |
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float4 vertex : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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half3 normalWS : TEXCOORD1; |
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#if defined(_NORMALMAP) |
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half4 tangentWS : TEXCOORD3; |
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#endif |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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Varyings DepthNormalsVertex(Attributes input) |
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{ |
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Varyings output = (Varyings)0; |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
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output.vertex = vertexInput.positionCS; |
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap).xy; |
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// normalWS and tangentWS already normalize. |
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// this is required to avoid skewing the direction during interpolation |
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// also required for per-vertex SH evaluation |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
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output.normalWS = half3(normalInput.normalWS); |
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#if defined(_NORMALMAP) |
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real sign = input.tangentOS.w * GetOddNegativeScale(); |
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output.tangentWS = half4(normalInput.tangentWS.xyz, sign); |
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#endif |
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return output; |
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} |
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float4 DepthNormalsFragment(Varyings input) : SV_TARGET |
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{ |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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half4 texColor = (half4) SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); |
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half alpha = texColor.a * _BaseColor.a; |
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AlphaDiscard(alpha, _Cutoff); |
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#if defined(_GBUFFER_NORMALS_OCT) |
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float3 normalWS = normalize(input.normalWS); |
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms |
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] |
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] |
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return half4(packedNormalWS, 0.0); |
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#else |
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#if defined(_NORMALMAP) |
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half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; |
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half sgn = input.tangentWS.w; // should be either +1 or -1 |
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half3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); |
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); |
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#else |
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half3 normalWS = input.normalWS; |
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#endif |
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return half4(NormalizeNormalPerPixel(normalWS), 0.0); |
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#endif |
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} |
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#endif
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