#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