67 lines
2.6 KiB
HLSL
67 lines
2.6 KiB
HLSL
|
#ifndef SG_DEPTH_NORMALS_PASS_INCLUDED
|
||
|
#define SG_DEPTH_NORMALS_PASS_INCLUDED
|
||
|
|
||
|
PackedVaryings vert(Attributes input)
|
||
|
{
|
||
|
Varyings output = (Varyings)0;
|
||
|
output = BuildVaryings(input);
|
||
|
PackedVaryings packedOutput = (PackedVaryings)0;
|
||
|
packedOutput = PackVaryings(output);
|
||
|
return packedOutput;
|
||
|
}
|
||
|
|
||
|
void frag(
|
||
|
PackedVaryings packedInput
|
||
|
, out half4 outNormalWS : SV_Target0
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
, out float4 outRenderingLayers : SV_Target1
|
||
|
#endif
|
||
|
)
|
||
|
{
|
||
|
Varyings unpacked = UnpackVaryings(packedInput);
|
||
|
UNITY_SETUP_INSTANCE_ID(unpacked);
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
|
||
|
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
|
||
|
|
||
|
#if defined(_ALPHATEST_ON)
|
||
|
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
|
||
|
#endif
|
||
|
|
||
|
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
|
||
|
LODFadeCrossFade(unpacked.positionCS);
|
||
|
#endif
|
||
|
|
||
|
#if defined(_GBUFFER_NORMALS_OCT)
|
||
|
float3 normalWS = normalize(unpacked.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]
|
||
|
outNormalWS = half4(packedNormalWS, 0.0);
|
||
|
#else
|
||
|
// Retrieve the normal from the bump map or mesh normal
|
||
|
#if defined(_NORMALMAP)
|
||
|
#if _NORMAL_DROPOFF_TS
|
||
|
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
|
||
|
float crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
||
|
float3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz);
|
||
|
float3 normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, half3x3(unpacked.tangentWS.xyz, bitangent, unpacked.normalWS.xyz));
|
||
|
#elif _NORMAL_DROPOFF_OS
|
||
|
float3 normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
|
||
|
#elif _NORMAL_DROPOFF_WS
|
||
|
float3 normalWS = surfaceDescription.NormalWS;
|
||
|
#endif
|
||
|
#else
|
||
|
float3 normalWS = unpacked.normalWS;
|
||
|
#endif
|
||
|
|
||
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
#endif
|
||
|
|
||
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#endif
|