rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/Universal/AdvancedDissolveBakedLitDep...

128 lines
4.2 KiB
HLSL

#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