forked from BilalY/Rasagar
111 lines
4.2 KiB
HLSL
111 lines
4.2 KiB
HLSL
#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
|