#ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" VaryingsDepthNormalsParticle DepthNormalsVertex(AttributesDepthNormalsParticle input) { VaryingsDepthNormalsParticle output = (VaryingsDepthNormalsParticle)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent); half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); #if defined(_NORMALMAP) output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #endif output.clipPos = vertexInput.positionCS; #if defined(_ALPHATEST_ON) output.color = GetParticleColor(input.color); #endif #if defined(_ALPHATEST_ON) || defined(_NORMALMAP) #if defined(_FLIPBOOKBLENDING_ON) #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); #else GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); #endif #else GetParticleTexcoords(output.texcoord, input.texcoords.xy); #endif #endif return output; } half4 DepthNormalsFragment(VaryingsDepthNormalsParticle input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // Inputs... #if defined(_ALPHATEST_ON) || defined(_NORMALMAP) float2 uv = input.texcoord; #if defined(_FLIPBOOKBLENDING_ON) float3 blendUv = input.texcoord2AndBlend; #else float3 blendUv = float3(0,0,0); #endif #endif // Check if we need to discard... #if defined(_ALPHATEST_ON) half4 vertexColor = input.color; half4 baseColor = _BaseColor; half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor; half4 colorAddSubDiff = half4(0, 0, 0, 0); #if defined(_COLORADDSUBDIFF_ON) colorAddSubDiff = _BaseColorAddSubDiff; #endif albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff); AlphaDiscard(albedo.a, _Cutoff); #endif // Normals... #ifdef _NORMALMAP half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else float3 normalWS = input.normalWS; #endif // Output... #if defined(_GBUFFER_NORMALS_OCT) 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] return half4(packedNormalWS, 0.0); #else return half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif } #endif // UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED