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