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- #ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED)
- #define _DETAIL
- #endif
-
- #if defined(_PARALLAXMAP)
- #define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
- #endif
-
- #if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
- #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
- #endif
-
- #if defined(_ALPHATEST_ON) || defined(_PARALLAXMAP) || defined(_NORMALMAP) || defined(_DETAIL)
- #define REQUIRES_UV_INTERPOLATOR
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float4 tangentOS : TANGENT;
- float2 texcoord : TEXCOORD0;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- #if defined(REQUIRES_UV_INTERPOLATOR)
- float2 uv : TEXCOORD1;
- #endif
- half3 normalWS : TEXCOORD2;
-
- #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
- half4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
- #endif
-
- half3 viewDirWS : TEXCOORD5;
-
- #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- half3 viewDirTS : TEXCOORD8;
- #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);
-
- #if defined(REQUIRES_UV_INTERPOLATOR)
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
-
- output.normalWS = half3(normalInput.normalWS);
- #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- float sign = input.tangentOS.w * float(GetOddNegativeScale());
- half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
- #endif
-
- #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
- output.tangentWS = tangentWS;
- #endif
-
- #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
- half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
- output.viewDirTS = viewDirTS;
- #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);
-
- #if defined(_ALPHATEST_ON)
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- #endif
-
- #if defined(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(_PARALLAXMAP)
- #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
- half3 viewDirTS = input.viewDirTS;
- #else
- half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
- #endif
- ApplyPerPixelDisplacement(viewDirTS, input.uv);
- #endif
-
- #if defined(_NORMALMAP) || defined(_DETAIL)
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- float3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
-
- #if defined(_DETAIL)
- half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, input.uv).a;
- float2 detailUv = input.uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
- normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask);
- #endif
-
- float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
- #else
- float3 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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