137 lines
4.5 KiB
HLSL
137 lines
4.5 KiB
HLSL
#ifndef UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#define UNIVERSAL_SIMPLE_LIT_DEPTH_NORMALS_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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//Advnaced Dissolve
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#include "AdvancedDissolve_Alpha.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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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 positionCS : SV_POSITION;
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float2 uv : TEXCOORD1;
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#ifdef _NORMALMAP
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half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD2;
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half3 viewDir : TEXCOORD3;
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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 : TEXCOORD5;
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ADVANCED_DISSOLVE_UV(6)
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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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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normal, input.tangentOS)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
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#endif
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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#if defined(_NORMALMAP)
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normalWS = half3(NormalizeNormalPerVertex(normalInput.normalWS));
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#endif
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//Advanced Dissolve
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output.positionWS = vertexInput.positionWS.xyz;
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ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)
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return output;
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}
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half4 DepthNormalsFragment(Varyings input) : SV_TARGET
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{
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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.xyz)
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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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#if defined(_AD_STATE_ENABLED)
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AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource);
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#else
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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#endif
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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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float2 uv = input.uv;
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#if defined(_NORMALMAP)
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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#else
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half3 normalWS = input.normalWS;
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#endif
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normalWS = NormalizeNormalPerPixel(normalWS);
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return half4(normalWS, 0.0);
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#endif
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}
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#endif
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