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UnlitDepthNormalsPass.hlsl 2.6KB

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  1. #ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
  2. #define UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  4. #if defined(LOD_FADE_CROSSFADE)
  5. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
  6. #endif
  7. struct Attributes
  8. {
  9. float3 normal : NORMAL;
  10. float4 positionOS : POSITION;
  11. float4 tangentOS : TANGENT;
  12. float2 texcoord : TEXCOORD0;
  13. UNITY_VERTEX_INPUT_INSTANCE_ID
  14. };
  15. struct Varyings
  16. {
  17. float4 positionCS : SV_POSITION;
  18. #if defined(_ALPHATEST_ON)
  19. float2 uv : TEXCOORD0;
  20. #endif
  21. float3 normalWS : TEXCOORD1;
  22. UNITY_VERTEX_INPUT_INSTANCE_ID
  23. UNITY_VERTEX_OUTPUT_STEREO
  24. };
  25. Varyings DepthNormalsVertex(Attributes input)
  26. {
  27. Varyings output = (Varyings)0;
  28. UNITY_SETUP_INSTANCE_ID(input);
  29. UNITY_TRANSFER_INSTANCE_ID(input, output);
  30. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  31. #if defined(_ALPHATEST_ON)
  32. output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
  33. #endif
  34. output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  35. VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
  36. output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
  37. return output;
  38. }
  39. void DepthNormalsFragment(
  40. Varyings input
  41. , out half4 outNormalWS : SV_Target0
  42. #ifdef _WRITE_RENDERING_LAYERS
  43. , out float4 outRenderingLayers : SV_Target1
  44. #endif
  45. )
  46. {
  47. UNITY_SETUP_INSTANCE_ID(input);
  48. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  49. #if defined(_ALPHATEST_ON)
  50. Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
  51. #endif
  52. #if defined(LOD_FADE_CROSSFADE)
  53. LODFadeCrossFade(input.positionCS);
  54. #endif
  55. // Output...
  56. #if defined(_GBUFFER_NORMALS_OCT)
  57. float3 normalWS = normalize(input.normalWS);
  58. float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
  59. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
  60. half3 packedNormalWS = half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, 1]
  61. outNormalWS = half4(packedNormalWS, 0.0);
  62. #else
  63. outNormalWS = half4(NormalizeNormalPerPixel(input.normalWS), 0.0);
  64. #endif
  65. #ifdef _WRITE_RENDERING_LAYERS
  66. uint renderingLayers = GetMeshRenderingLayer();
  67. outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
  68. #endif
  69. }
  70. #endif