128 lines
4.2 KiB
HLSL
128 lines
4.2 KiB
HLSL
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#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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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 vertex : 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 : TEXCOORD2;
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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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//Advanced Dissolve
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float3 positionWS : TEXCOORD3;
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ADVANCED_DISSOLVE_UV(4)
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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_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
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#endif
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = 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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//Advanced Dissolve
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output.positionWS = vertexInput.positionWS;
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ADVANCED_DISSOLVE_INIT_UV(output, input.uv, vertexInput.positionCS)
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return output;
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}
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float4 DepthNormalsFragment(Varyings input) : SV_TARGET
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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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//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED)
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float4 dissolveBase = 0;
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#if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
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dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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dissolveBase.rgb *= _BaseColor.rgb;
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#endif
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ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_WS(input, dissolveBase, input.positionWS, input.normalWS)
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#if !defined(_ALPHATEST_ON)
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AdvancedDissolveClip(cutoutSource);
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#endif
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#endif
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//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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float cutout = _Cutoff;
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//Advanced Dissolve/////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON)
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AdvancedDissolveCalculateAlphaAndClip(cutoutSource, alpha, cutout);
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#endif
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AlphaDiscard(alpha, cutout);
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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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return 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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return half4(NormalizeNormalPerPixel(normalWS), 0.0);
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#endif
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}
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#endif
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