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85 lines
2.9 KiB
85 lines
2.9 KiB
#ifndef UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#define UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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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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#ifdef _NORMALMAP |
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half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x |
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y |
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half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z |
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#else |
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half3 normalWS : TEXCOORD2; |
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half3 viewDir : 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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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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#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 = half3(NormalizeNormalPerVertex(normalInput.normalWS)); |
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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(_NORMALMAP) |
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); |
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); |
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#else |
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half3 normalWS = input.normalWS; |
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#endif |
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normalWS = NormalizeNormalPerPixel(normalWS); |
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return half4(normalWS, 0.0); |
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#endif |
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} |
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#endif
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