#ifndef UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" //Advnaced Dissolve #include "AdvancedDissolve_Alpha.hlsl" 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; #ifdef _NORMALMAP half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD2; half3 viewDir : TEXCOORD3; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO //Advanced Dissolve float3 positionWS : TEXCOORD5; ADVANCED_DISSOLVE_UV(6) }; 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) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normal, input.tangentOS) #else CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS) #endif #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); #if defined(_NORMALMAP) output.normalWS = half4(normalInput.normalWS, viewDirWS.x); output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); #else output.normalWS = half3(NormalizeNormalPerVertex(normalInput.normalWS)); #endif //Advanced Dissolve output.positionWS = vertexInput.positionWS.xyz; 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.xyz) #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(_NORMALMAP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #else half3 normalWS = input.normalWS; #endif normalWS = NormalizeNormalPerPixel(normalWS); return half4(normalWS, 0.0); #endif } #endif