UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
VaryingsDepthNormalsParticle DepthNormalsVertex(AttributesDepthNormalsParticle input)
{
VaryingsDepthNormalsParticle output = (VaryingsDepthNormalsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
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 = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
output.clipPos = vertexInput.positionCS;
#if defined(_ALPHATEST_ON)
output.color = GetParticleColor(input.color);
#endif
#if defined(_ALPHATEST_ON) || defined(_NORMALMAP)
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#endif
return output;
}
half4 DepthNormalsFragment(VaryingsDepthNormalsParticle input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Inputs...
#if defined(_ALPHATEST_ON) || defined(_NORMALMAP)
float2 uv = input.texcoord;
#if defined(_FLIPBOOKBLENDING_ON)
float3 blendUv = input.texcoord2AndBlend;
#else
float3 blendUv = float3(0,0,0);
#endif
#endif
// Check if we need to discard...
#if defined(_ALPHATEST_ON)
half4 vertexColor = input.color;
half4 baseColor = _BaseColor;
half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined(_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#endif
// Normals...
#ifdef _NORMALMAP
half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
float3 normalWS = input.normalWS;
#endif
// Output...
#if defined(_GBUFFER_NORMALS_OCT)
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
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
}
#endif // UNIVERSAL_PARTICLES_LIT_DEPTH_NORMALS_PASS_INCLUDED