forked from BilalY/Rasagar
102 lines
3.4 KiB
HLSL
102 lines
3.4 KiB
HLSL
#ifndef UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED
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#define UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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#if defined(_NORMALMAP)
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half4 tangentWS : TEXCOORD3;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings DepthNormalsVertex(Attributes input)
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{
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Varyings output = (Varyings)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.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap).xy;
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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output.normalWS = half3(normalInput.normalWS);
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#if defined(_NORMALMAP)
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real sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
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#endif
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return output;
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}
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void DepthNormalsFragment(
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Varyings input
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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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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half4 texColor = (half4) SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.positionCS);
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#endif
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#if defined(_GBUFFER_NORMALS_OCT)
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float3 normalWS = normalize(input.normalWS);
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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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outNormalWS = half4(packedNormalWS, 0.0);
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#else
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#if defined(_NORMALMAP)
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half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
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half sgn = input.tangentWS.w; // should be either +1 or -1
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half3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
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#else
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half3 normalWS = input.normalWS;
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#endif
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outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
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#endif
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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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