123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 |
- #ifndef SG_DEPTH_NORMALS_PASS_INCLUDED
- #define SG_DEPTH_NORMALS_PASS_INCLUDED
-
- PackedVaryings vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- output = BuildVaryings(input);
- PackedVaryings packedOutput = (PackedVaryings)0;
- packedOutput = PackVaryings(output);
- return packedOutput;
- }
-
- void frag(
- PackedVaryings packedInput
- , out half4 outNormalWS : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- Varyings unpacked = UnpackVaryings(packedInput);
- UNITY_SETUP_INSTANCE_ID(unpacked);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
- SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
-
- #if defined(_ALPHATEST_ON)
- clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
- LODFadeCrossFade(unpacked.positionCS);
- #endif
-
- #if defined(_GBUFFER_NORMALS_OCT)
- float3 normalWS = normalize(unpacked.normalWS);
- float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
- outNormalWS = half4(packedNormalWS, 0.0);
- #else
- // Retrieve the normal from the bump map or mesh normal
- #if defined(_NORMALMAP)
- #if _NORMAL_DROPOFF_TS
- // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
- float crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz);
- float3 normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, half3x3(unpacked.tangentWS.xyz, bitangent, unpacked.normalWS.xyz));
- #elif _NORMAL_DROPOFF_OS
- float3 normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
- #elif _NORMAL_DROPOFF_WS
- float3 normalWS = surfaceDescription.NormalWS;
- #endif
- #else
- float3 normalWS = unpacked.normalWS;
- #endif
-
- outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
- #endif
-
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
-
- #endif
|