128 lines
4.2 KiB
HLSL
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
|