52 lines
2.2 KiB
HLSL
52 lines
2.2 KiB
HLSL
#ifndef SG_DEPTH_NORMALS_PASS_INCLUDED
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#define SG_DEPTH_NORMALS_PASS_INCLUDED
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PackedVaryings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output = BuildVaryings(input);
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PackedVaryings packedOutput = (PackedVaryings)0;
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packedOutput = PackVaryings(output);
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return packedOutput;
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}
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half4 frag(PackedVaryings packedInput) : SV_TARGET
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{
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Varyings unpacked = UnpackVaryings(packedInput);
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UNITY_SETUP_INSTANCE_ID(unpacked);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
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SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
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#if _ALPHATEST_ON
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clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
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#endif
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#if defined(_GBUFFER_NORMALS_OCT)
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float3 normalWS = normalize(unpacked.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 = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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return half4(packedNormalWS, 0.0);
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#else
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// Retrieve the normal from the bump map or mesh normal
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#if defined(_NORMALMAP)
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#if _NORMAL_DROPOFF_TS
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// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
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float crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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float3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz);
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float3 normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, half3x3(unpacked.tangentWS.xyz, bitangent, unpacked.normalWS.xyz));
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#elif _NORMAL_DROPOFF_OS
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float3 normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
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#elif _NORMAL_DROPOFF_WS
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float3 normalWS = surfaceDescription.NormalWS;
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#endif
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#else
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float3 normalWS = unpacked.normalWS;
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#endif
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return half4(NormalizeNormalPerPixel(normalWS), 0.0);
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#endif
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}
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#endif
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