#ifndef UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_BAKEDLIT_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 { float4 positionOS : POSITION; float2 uv : TEXCOORD0; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD1; #if defined(_NORMALMAP) half4 tangentWS : TEXCOORD3; #endif 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); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.positionCS = vertexInput.positionCS; output.uv = TRANSFORM_TEX(input.uv, _BaseMap).xy; // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.normalWS = half3(normalInput.normalWS); #if defined(_NORMALMAP) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif 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); half4 texColor = (half4) SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); half alpha = texColor.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef LOD_FADE_CROSSFADE LODFadeCrossFade(input.positionCS); #endif #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 = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; half sgn = input.tangentWS.w; // should be either +1 or -1 half3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); #else half3 normalWS = input.normalWS; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } #endif