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53 lines
1.6 KiB
53 lines
1.6 KiB
#ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED |
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#define UNIVERSAL_UNLIT_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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float3 normal : NORMAL; |
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float4 positionOS : POSITION; |
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float4 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 positionCS : SV_POSITION; |
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float3 normalWS : TEXCOORD1; |
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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.positionCS = TransformObjectToHClip(input.positionOS.xyz); |
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS); |
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output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); |
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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_STEREO_EYE_INDEX_POST_VERTEX(input); |
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// Output... |
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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 = half3(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(input.normalWS), 0.0); |
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#endif |
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} |
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#endif
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