Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/UnlitDepthNormalsPass.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
#define UNIVERSAL_UNLIT_DEPTH_NORMALS_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float3 normal : NORMAL;
float4 positionOS : POSITION;
float4 tangentOS : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings DepthNormalsVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
return output;
}
float4 DepthNormalsFragment(Varyings input) : SV_TARGET
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Output...
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(input.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 = half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, 1]
return half4(packedNormalWS, 0.0);
#else
return half4(NormalizeNormalPerPixel(input.normalWS), 0.0);
#endif
}
#endif