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