99 lines
3.6 KiB
HLSL
99 lines
3.6 KiB
HLSL
#ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#define UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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VaryingsDepthNormalsParticle DepthNormalsVertex(AttributesDepthNormalsParticle input)
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{
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VaryingsDepthNormalsParticle output = (VaryingsDepthNormalsParticle)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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#if defined(_NORMALMAP)
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normalWS = normalInput.normalWS;
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output.viewDirWS = viewDirWS;
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#endif
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output.clipPos = vertexInput.positionCS;
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#if defined(_ALPHATEST_ON)
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output.color = GetParticleColor(input.color);
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#endif
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#if defined(_ALPHATEST_ON) || defined(_NORMALMAP)
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#if defined(_FLIPBOOKBLENDING_ON)
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#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
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#else
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GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
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#endif
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#else
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GetParticleTexcoords(output.texcoord, input.texcoords.xy);
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#endif
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#endif
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return output;
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}
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half4 DepthNormalsFragment(VaryingsDepthNormalsParticle input) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Inputs...
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#if defined(_ALPHATEST_ON) || defined(_NORMALMAP)
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float2 uv = input.texcoord;
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#if defined(_FLIPBOOKBLENDING_ON)
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float3 blendUv = input.texcoord2AndBlend;
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#else
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float3 blendUv = float3(0,0,0);
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#endif
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#endif
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// Check if we need to discard...
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#if defined(_ALPHATEST_ON)
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half4 vertexColor = input.color;
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half4 baseColor = _BaseColor;
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor;
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half4 colorAddSubDiff = half4(0, 0, 0, 0);
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#if defined(_COLORADDSUBDIFF_ON)
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colorAddSubDiff = _BaseColorAddSubDiff;
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#endif
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albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff);
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AlphaDiscard(albedo.a, _Cutoff);
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#endif
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// Normals...
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#ifdef _NORMALMAP
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half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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#else
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float3 normalWS = input.normalWS;
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#endif
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// Output...
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#if defined(_GBUFFER_NORMALS_OCT)
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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return half4(packedNormalWS, 0.0);
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#else
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return half4(NormalizeNormalPerPixel(normalWS), 0.0);
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#endif
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}
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#endif // UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
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