#ifndef UNIVERSAL_WAVING_GRASS_DEPTH_NORMAL_PASSE_INCLUDED #define UNIVERSAL_WAVING_GRASS_DEPTH_NORMAL_PASSE_INCLUDED struct GrassVertexDepthNormalInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct GrassVertexDepthNormalOutput { float2 uv : TEXCOORD0; half3 normal : TEXCOORD1; half4 color : TEXCOORD2; float3 viewDirWS : TEXCOORD3; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; GrassVertexDepthNormalOutput DepthNormalOnlyVertex(GrassVertexDepthNormalInput v) { GrassVertexDepthNormalOutput o = (GrassVertexDepthNormalOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices // _WaveAndDistance.z == 0 for MeshLit float waveAmount = v.color.a * _WaveAndDistance.z; o.color = TerrainWaveGrass(v.vertex, waveAmount, v.color); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.uv = v.texcoord; o.normal = TransformObjectToWorldNormal(v.normal); o.clipPos = vertexInput.positionCS; o.viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; return o; } GrassVertexDepthNormalOutput DepthNormalOnlyBillboardVertex(GrassVertexDepthNormalInput v) { GrassVertexDepthNormalOutput o = (GrassVertexDepthNormalOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainBillboardGrass (v.vertex, v.tangent.xy); // wave amount defined by the grass height float waveAmount = v.tangent.y; o.color = TerrainWaveGrass(v.vertex, waveAmount, v.color); VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.uv = v.texcoord; o.normal = TransformObjectToWorldNormal(v.normal); o.clipPos = vertexInput.positionCS; o.viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; return o; } half4 DepthNormalOnlyFragment(GrassVertexDepthNormalOutput input) : SV_TARGET { Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, input.color, _Cutoff); #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = NormalizeNormalPerPixel(input.normal); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on Nintendo Switch. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] return half4(packedNormalWS, 0.0); #else return half4(NormalizeNormalPerPixel(input.normal), 0.0); #endif } #endif