#ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED #define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #if defined(_DETAIL_MULX2) || defined(_DETAIL_SCALED) #define _DETAIL #endif // GLES2 has limited amount of interpolators #if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES) #define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR #endif #if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL) #define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR #endif struct Attributes { float4 positionOS : POSITION; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD1; half3 normalWS : TEXCOORD2; #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) half4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign #endif half3 viewDirWS : TEXCOORD5; #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS : TEXCOORD8; #endif 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.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS); half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); output.normalWS = half3(normalInput.normalWS); #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) float sign = input.tangentOS.w * float(GetOddNegativeScale()); half4 tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif #if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) output.tangentWS = tangentWS; #endif #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS); output.viewDirTS = viewDirTS; #endif return output; } half4 DepthNormalsFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); #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 = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] return half4(packedNormalWS, 0.0); #else float2 uv = input.uv; #if defined(_PARALLAXMAP) #if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR) half3 viewDirTS = input.viewDirTS; #else half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, input.viewDirWS); #endif ApplyPerPixelDisplacement(viewDirTS, uv); #endif #if defined(_NORMALMAP) || defined(_DETAIL) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); float3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale); #if defined(_DETAIL) half detailMask = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).a; float2 detailUv = uv * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; normalTS = ApplyDetailNormal(detailUv, normalTS, detailMask); #endif float3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else float3 normalWS = input.normalWS; #endif return half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif } #endif