#ifndef UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_BAKEDLIT_DEPTH_NORMALS_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; half3 normalOS : NORMAL; half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD1; #if defined(_NORMALMAP) half4 tangentWS : TEXCOORD2; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO //Advanced Dissolve float3 positionWS : TEXCOORD3; ADVANCED_DISSOLVE_UV(4) }; 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 VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv = TRANSFORM_TEX(input.uv, _BaseMap).xy; // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.normalWS = half3(normalInput.normalWS); #if defined(_NORMALMAP) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif //Advanced Dissolve output.positionWS = vertexInput.positionWS; ADVANCED_DISSOLVE_INIT_UV(output, input.uv, vertexInput.positionCS) return output; } float4 DepthNormalsFragment(Varyings input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); 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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// half4 texColor = (half4) SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); half alpha = texColor.a * _BaseColor.a; float cutout = _Cutoff; //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON) AdvancedDissolveCalculateAlphaAndClip(cutoutSource, alpha, cutout); #endif AlphaDiscard(alpha, cutout); #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 #if defined(_NORMALMAP) half3 normalTS = SampleNormal(input.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; half sgn = input.tangentWS.w; // should be either +1 or -1 half3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); #else half3 normalWS = input.normalWS; #endif return half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif } #endif