Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl
2024-08-26 23:07:20 +03:00

85 lines
2.6 KiB
HLSL

#ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
#define UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct Attributes
{
float3 normal : NORMAL;
float4 positionOS : POSITION;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#if defined(_ALPHATEST_ON)
float2 uv : TEXCOORD0;
#endif
float3 normalWS : TEXCOORD1;
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(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
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
// Output...
#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 = half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
outNormalWS = half4(NormalizeNormalPerPixel(input.normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
#endif