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98 lines
3.6 KiB
98 lines
3.6 KiB
#ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#define UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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VaryingsDepthNormalsParticle DepthNormalsVertex(AttributesDepthNormalsParticle input) |
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{ |
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VaryingsDepthNormalsParticle output = (VaryingsDepthNormalsParticle)0; |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_TRANSFER_INSTANCE_ID(input, output); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent); |
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); |
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#if defined(_NORMALMAP) |
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x); |
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); |
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); |
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#else |
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output.normalWS = normalInput.normalWS; |
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output.viewDirWS = viewDirWS; |
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#endif |
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output.clipPos = vertexInput.positionCS; |
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#if defined(_ALPHATEST_ON) |
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output.color = GetParticleColor(input.color); |
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#endif |
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#if defined(_ALPHATEST_ON) || defined(_NORMALMAP) |
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#if defined(_FLIPBOOKBLENDING_ON) |
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED) |
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); |
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#else |
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); |
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#endif |
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#else |
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GetParticleTexcoords(output.texcoord, input.texcoords.xy); |
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#endif |
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#endif |
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return output; |
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} |
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half4 DepthNormalsFragment(VaryingsDepthNormalsParticle 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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// Inputs... |
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#if defined(_ALPHATEST_ON) || defined(_NORMALMAP) |
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float2 uv = input.texcoord; |
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#if defined(_FLIPBOOKBLENDING_ON) |
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float3 blendUv = input.texcoord2AndBlend; |
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#else |
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float3 blendUv = float3(0,0,0); |
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#endif |
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#endif |
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// Check if we need to discard... |
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#if defined(_ALPHATEST_ON) |
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half4 vertexColor = input.color; |
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half4 baseColor = _BaseColor; |
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor; |
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half4 colorAddSubDiff = half4(0, 0, 0, 0); |
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#if defined(_COLORADDSUBDIFF_ON) |
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colorAddSubDiff = _BaseColorAddSubDiff; |
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#endif |
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albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff); |
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AlphaDiscard(albedo.a, _Cutoff); |
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#endif |
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// Normals... |
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#ifdef _NORMALMAP |
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half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); |
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float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.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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// Output... |
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#if defined(_GBUFFER_NORMALS_OCT) |
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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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return half4(NormalizeNormalPerPixel(normalWS), 0.0); |
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#endif |
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} |
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#endif // UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
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