forked from BilalY/Rasagar
111 lines
4.2 KiB
HLSL
111 lines
4.2 KiB
HLSL
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#ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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// DepthNormal pass
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struct AttributesDepthNormal
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsDepthNormal
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{
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float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
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#ifndef TERRAIN_SPLAT_BASEPASS
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float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
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float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
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#endif
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#else
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half3 normal : TEXCOORD3;
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#endif
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsDepthNormal DepthNormalOnlyVertex(AttributesDepthNormal v)
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{
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VaryingsDepthNormal o = (VaryingsDepthNormal)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
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const VertexPositionInputs attributes = GetVertexPositionInputs(v.positionOS.xyz);
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o.uvMainAndLM.xy = v.texcoord;
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o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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#ifndef TERRAIN_SPLAT_BASEPASS
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o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
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o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
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o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
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o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
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#endif
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(attributes.positionWS);
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float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
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VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
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o.normal = half4(normalInput.normalWS, viewDirWS.x);
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o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
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o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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o.normal = TransformObjectToWorldNormal(v.normalOS);
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#endif
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o.clipPos = attributes.positionCS;
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return o;
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}
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void DepthNormalOnlyFragment(
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VaryingsDepthNormal IN
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, out half4 outNormalWS : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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#ifdef _ALPHATEST_ON
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ClipHoles(IN.uvMainAndLM.xy);
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#endif
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float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
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half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
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half3 normalTS = half3(0.0h, 0.0h, 1.0h);
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NormalMapMix(IN.uvSplat01, IN.uvSplat23, splatControl, normalTS);
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz));
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#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = IN.viewDir;
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float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
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half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
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half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
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#else
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half3 normalWS = IN.normal;
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#endif
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normalWS = NormalizeNormalPerPixel(normalWS);
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outNormalWS = half4(normalWS, 0.0);
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayer();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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#endif
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