Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl

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2024-05-06 14:45:45 -04:00
#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;
}
half4 frag(PackedVaryings packedInput) : SV_TARGET
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#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]
return 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
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
}
#endif