27 lines
1.1 KiB
Plaintext
27 lines
1.1 KiB
Plaintext
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
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// Compute worldspace position and normal at given screenspace position and write it in the ResultBuffer
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#pragma kernel ComputePositionNormal
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RWStructuredBuffer<float4> _ResultBuffer;
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uniform float4 _positionSS; // screenspace position
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[numthreads(1,1,1)]
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void ComputePositionNormal (uint3 id : SV_DispatchThreadID)
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{
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float deviceDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _positionSS.xy).r;
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float2 positionNDC = _positionSS.xy *_ScreenSize.zw + (0.5 * _ScreenSize.zw);
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float3 positionWS = ComputeWorldSpacePosition(positionNDC, deviceDepth, UNITY_MATRIX_I_VP);
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float3 normalWS = LoadSceneNormals(_positionSS.xy);
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_ResultBuffer[0] = float4(positionWS, 1.0f);
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_ResultBuffer[1] = float4(normalWS, 0.0f);
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}
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