#ifndef UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_SIMPLE_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(_ALPHATEST_ON) || defined(_NORMALMAP) #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 #ifdef _NORMALMAP half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD2; half3 viewDir : 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); #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); #if defined(_NORMALMAP) half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = half3(NormalizeNormalPerVertex(normalInput.normalWS)); #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(_NORMALMAP) half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else half3 normalWS = input.normalWS; #endif normalWS = NormalizeNormalPerPixel(normalWS); outNormalWS = half4(normalWS, 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } #endif