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- #ifndef UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED
- #define UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- half3 normalOS : NORMAL;
- half4 tangentOS : TANGENT;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- float2 uv : TEXCOORD0;
- half3 normalWS : TEXCOORD1;
-
- #if defined(_NORMALMAP)
- half4 tangentWS : TEXCOORD3;
- #endif
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- Varyings DepthNormalsVertex(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- output.positionCS = vertexInput.positionCS;
- output.uv = TRANSFORM_TEX(input.uv, _BaseMap).xy;
-
- // normalWS and tangentWS already normalize.
- // this is required to avoid skewing the direction during interpolation
- // also required for per-vertex SH evaluation
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normalWS = half3(normalInput.normalWS);
- #if defined(_NORMALMAP)
- real sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
-
- return output;
- }
-
- void DepthNormalsFragment(
- Varyings input
- , out half4 outNormalWS : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- half4 texColor = (half4) SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
- half alpha = texColor.a * _BaseColor.a;
- AlphaDiscard(alpha, _Cutoff);
-
- #ifdef LOD_FADE_CROSSFADE
- LODFadeCrossFade(input.positionCS);
- #endif
-
- #if defined(_GBUFFER_NORMALS_OCT)
- float3 normalWS = normalize(input.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
- #if defined(_NORMALMAP)
- half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
- half sgn = input.tangentWS.w; // should be either +1 or -1
- half3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
- #else
- half3 normalWS = input.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
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