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124 lines
4.5 KiB
124 lines
4.5 KiB
#ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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#if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) |
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#define _DETAIL |
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#endif |
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// GLES2 has limited amount of interpolators |
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#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES) |
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#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR |
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#endif |
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#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) |
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#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR |
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#endif |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float4 tangentOS : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float3 normal : NORMAL; |
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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 positionCS : SV_POSITION; |
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float2 uv : TEXCOORD1; |
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half3 normalWS : TEXCOORD2; |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) |
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign |
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#endif |
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half3 viewDirWS : TEXCOORD5; |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS : TEXCOORD8; |
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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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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); |
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz); |
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS); |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
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output.normalWS = half3(normalInput.normalWS); |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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float sign = input.tangentOS.w * float(GetOddNegativeScale()); |
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half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); |
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#endif |
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) |
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output.tangentWS = tangentWS; |
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#endif |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); |
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output.viewDirTS = viewDirTS; |
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#endif |
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return output; |
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} |
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half4 DepthNormalsFragment(Varyings input) : SV_TARGET |
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{ |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _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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float2 uv = input.uv; |
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#if defined(_PARALLAXMAP) |
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) |
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half3 viewDirTS = input.viewDirTS; |
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#else |
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS); |
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#endif |
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ApplyPerPixelDisplacement(viewDirTS, uv); |
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#endif |
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#if defined(_NORMALMAP) || defined(_DETAIL) |
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float sgn = input.tangentWS.w; // should be either +1 or -1 |
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); |
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float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); |
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#if defined(_DETAIL) |
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half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; |
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float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; |
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normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask); |
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#endif |
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float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); |
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#else |
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float3 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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