170 lines
5.9 KiB
HLSL
170 lines
5.9 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/ShaderLibrary/Lighting.hlsl"
|
||
|
|
||
|
//Advnaced Dissolve
|
||
|
#include "AdvancedDissolve_Alpha.hlsl"
|
||
|
|
||
|
#if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED)
|
||
|
#define _DETAIL
|
||
|
#endif
|
||
|
|
||
|
// GLES2 has limited amount of interpolators
|
||
|
#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES)
|
||
|
#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
|
||
|
#endif
|
||
|
|
||
|
#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
|
||
|
#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
|
||
|
#endif
|
||
|
|
||
|
struct Attributes
|
||
|
{
|
||
|
float4 positionOS : POSITION;
|
||
|
float4 tangentOS : TANGENT;
|
||
|
float2 texcoord : TEXCOORD0;
|
||
|
float3 normal : NORMAL;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct Varyings
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
float2 uv : TEXCOORD1;
|
||
|
half3 normalWS : TEXCOORD2;
|
||
|
|
||
|
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
|
||
|
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
|
||
|
#endif
|
||
|
|
||
|
half3 viewDirWS : TEXCOORD5;
|
||
|
|
||
|
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||
|
half3 viewDirTS : TEXCOORD8;
|
||
|
#endif
|
||
|
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
||
|
|
||
|
//Advanced Dissolve
|
||
|
float3 positionWS : TEXCOORD9;
|
||
|
|
||
|
ADVANCED_DISSOLVE_UV(10)
|
||
|
};
|
||
|
|
||
|
|
||
|
Varyings DepthNormalsVertex(Attributes input)
|
||
|
{
|
||
|
Varyings output = (Varyings)0;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
|
||
|
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
|
||
|
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
|
||
|
#endif
|
||
|
|
||
|
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
|
||
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
||
|
|
||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||
|
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
|
||
|
|
||
|
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
|
||
|
output.normalWS = half3(normalInput.normalWS);
|
||
|
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||
|
float sign = input.tangentOS.w * float(GetOddNegativeScale());
|
||
|
half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
|
||
|
output.tangentWS = tangentWS;
|
||
|
#endif
|
||
|
|
||
|
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||
|
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
|
||
|
output.viewDirTS = viewDirTS;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//Advanced Dissolve
|
||
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
||
|
ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
|
||
|
half4 DepthNormalsFragment(Varyings input) : SV_TARGET
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
||
|
|
||
|
//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
#if defined(_AD_STATE_ENABLED)
|
||
|
|
||
|
float4 dissolveBase = 0;
|
||
|
#if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
|
||
|
dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
|
||
|
dissolveBase.rgb *= _BaseColor.rgb;
|
||
|
#endif
|
||
|
|
||
|
ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_WS(input, dissolveBase, input.positionWS, input.normalWS)
|
||
|
|
||
|
#if !defined(_ALPHATEST_ON)
|
||
|
AdvancedDissolveClip(cutoutSource);
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
#if defined(_AD_STATE_ENABLED)
|
||
|
AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource);
|
||
|
#else
|
||
|
Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
|
||
|
#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]
|
||
|
return half4(packedNormalWS, 0.0);
|
||
|
#else
|
||
|
float2 uv = input.uv;
|
||
|
#if defined(_PARALLAXMAP)
|
||
|
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||
|
half3 viewDirTS = input.viewDirTS;
|
||
|
#else
|
||
|
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS);
|
||
|
#endif
|
||
|
ApplyPerPixelDisplacement(viewDirTS, uv);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_NORMALMAP) || defined(_DETAIL)
|
||
|
float sgn = input.tangentWS.w; // should be either +1 or -1
|
||
|
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||
|
float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
|
||
|
|
||
|
#if defined(_DETAIL)
|
||
|
half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a;
|
||
|
float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
|
||
|
normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask);
|
||
|
#endif
|
||
|
|
||
|
float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
|
||
|
#else
|
||
|
float3 normalWS = input.normalWS;
|
||
|
#endif
|
||
|
|
||
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#endif
|