54 lines
1.6 KiB
HLSL
54 lines
1.6 KiB
HLSL
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#ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
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#define UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 normal : NORMAL;
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float4 positionOS : POSITION;
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float4 tangentOS : TANGENT;
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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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float3 normalWS : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
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output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
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return output;
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}
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float4 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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// Output...
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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 = half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, 1]
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return half4(packedNormalWS, 0.0);
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#else
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return half4(NormalizeNormalPerPixel(input.normalWS), 0.0);
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#endif
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}
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#endif
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