Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTree8Passes.hlsl
2024-05-06 11:45:45 -07:00

605 lines
22 KiB
HLSL

#ifndef UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED
#define UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "SpeedTreeUtility.hlsl"
struct SpeedTreeVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SpeedTreeVertexOutput
{
half2 uv : TEXCOORD0;
half4 color : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light
#ifdef EFFECT_BUMP
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD3;
half3 viewDirWS : TEXCOORD4;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
float3 positionWS : TEXCOORD7;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8);
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SpeedTreeVertexDepthOutput
{
half2 uv : TEXCOORD0;
half4 color : TEXCOORD1;
half3 viewDirWS : TEXCOORD2;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SpeedTreeVertexDepthNormalOutput
{
half2 uv : TEXCOORD0;
half4 color : TEXCOORD1;
#ifdef EFFECT_BUMP
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
half3 viewDirWS : TEXCOORD3;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SpeedTreeDepthNormalFragmentInput
{
SpeedTreeVertexDepthNormalOutput interpolated;
#ifdef EFFECT_BACKSIDE_NORMALS
FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC;
#endif
};
struct SpeedTreeFragmentInput
{
SpeedTreeVertexOutput interpolated;
#ifdef EFFECT_BACKSIDE_NORMALS
FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC;
#endif
};
void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
{
#if defined(LOD_FADE_PERCENTAGE) && (!defined(LOD_FADE_CROSSFADE) && !defined(EFFECT_BILLBOARD))
input.vertex.xyz = lerp(input.vertex.xyz, input.texcoord2.xyz, lodValue);
#endif
// wind
#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
if (_WindEnabled > 0)
{
float3 rotatedWindVector = mul(_ST_WindVector.xyz, (float3x3)unity_ObjectToWorld);
float windLength = length(rotatedWindVector);
if (windLength < 1e-5)
{
// sanity check that wind data is available
return;
}
rotatedWindVector /= windLength;
float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
float3 windyPosition = input.vertex.xyz;
#ifndef EFFECT_BILLBOARD
// geometry type
float geometryType = (int)(input.texcoord3.w + 0.25);
bool leafTwo = false;
if (geometryType > GEOM_TYPE_FACINGLEAF)
{
geometryType -= 2;
leafTwo = true;
}
// leaves
if (geometryType > GEOM_TYPE_FROND)
{
// remove anchor position
float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w);
windyPosition -= anchor;
if (geometryType == GEOM_TYPE_FACINGLEAF)
{
// face camera-facing leaf to camera
float offsetLen = length(windyPosition);
windyPosition = mul(windyPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * windyPosition
windyPosition = normalize(windyPosition) * offsetLen; // make sure the offset vector is still scaled
}
// leaf wind
#if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST)
#ifdef _WINDQUALITY_BEST
bool bBestWind = true;
#else
bool bBestWind = false;
#endif
float leafWindTrigOffset = anchor.x + anchor.y;
windyPosition = LeafWind(bBestWind, leafTwo, windyPosition, input.normal, input.texcoord3.x, float3(0,0,0), input.texcoord3.y, input.texcoord3.z, leafWindTrigOffset, rotatedWindVector);
#endif
// move back out to anchor
windyPosition += anchor;
}
// frond wind
bool bPalmWind = false;
#ifdef _WINDQUALITY_PALM
bPalmWind = true;
if (geometryType == GEOM_TYPE_FROND)
{
windyPosition = RippleFrond(windyPosition, input.normal, input.texcoord.x, input.texcoord.y, input.texcoord3.x, input.texcoord3.y, input.texcoord3.z);
}
#endif
// branch wind (applies to all 3D geometry)
#if defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) || defined(_WINDQUALITY_PALM)
float3 rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)unity_ObjectToWorld)) * _ST_WindBranchAnchor.w;
windyPosition = BranchWind(bPalmWind, windyPosition, treePos, float4(input.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
#endif
#endif // !EFFECT_BILLBOARD
// global wind
float globalWindTime = _ST_WindGlobal.x;
#if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED)
globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime);
#endif
windyPosition = GlobalWind(windyPosition, treePos, true, rotatedWindVector, globalWindTime);
input.vertex.xyz = windyPosition;
}
#endif
#if defined(EFFECT_BILLBOARD)
float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
// crossfade faces
bool topDown = (input.texcoord.z > 0.5);
float3 viewDir = UNITY_MATRIX_IT_MV[2].xyz;
float3 cameraDir = normalize(mul((float3x3)UNITY_MATRIX_M, _WorldSpaceCameraPos - treePos));
float viewDot = max(dot(viewDir, input.normal), dot(cameraDir, input.normal));
viewDot *= viewDot;
viewDot *= viewDot;
viewDot += topDown ? 0.38 : 0.18; // different scales for horz and vert billboards to fix transition zone
// if invisible, avoid overdraw
if (viewDot < 0.3333)
{
input.vertex.xyz = float3(0, 0, 0);
}
input.color = float4(1, 1, 1, clamp(viewDot, 0, 1));
// adjust lighting on billboards to prevent seams between the different faces
if (topDown)
{
input.normal += cameraDir;
}
else
{
half3 binormal = cross(input.normal, input.tangent.xyz) * input.tangent.w;
float3 right = cross(cameraDir, binormal);
input.normal = cross(binormal, right);
}
input.normal = normalize(input.normal);
#endif
}
SpeedTreeVertexOutput SpeedTree8Vert(SpeedTreeVertexInput input)
{
SpeedTreeVertexOutput output = (SpeedTreeVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// handle speedtree wind and lod
InitializeData(input, unity_LODFade.x);
output.uv = input.texcoord.xy;
output.color = input.color;
// color already contains (ao, ao, ao, blend)
// put hue variation amount in there
#ifdef EFFECT_HUE_VARIATION
float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
float hueVariationAmount = frac(treePos.x + treePos.y + treePos.z);
output.color.g = saturate(hueVariationAmount * _HueVariationColor.a);
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
half3 normalWS = TransformObjectToWorldNormal(input.normal);
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS);
half fogFactor = 0.0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
#ifdef EFFECT_BUMP
real sign = input.tangent.w * GetOddNegativeScale();
output.normalWS.xyz = normalWS;
output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz);
output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign;
// View dir packed in w.
output.normalWS.w = viewDirWS.x;
output.tangentWS.w = viewDirWS.y;
output.bitangentWS.w = viewDirWS.z;
#else
output.normalWS = normalWS;
output.viewDirWS = viewDirWS;
#endif
output.positionWS = vertexInput.positionWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.clipPos = vertexInput.positionCS;
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
return output;
}
SpeedTreeVertexDepthOutput SpeedTree8VertDepth(SpeedTreeVertexInput input)
{
SpeedTreeVertexDepthOutput output = (SpeedTreeVertexDepthOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// handle speedtree wind and lod
InitializeData(input, unity_LODFade.x);
output.uv = input.texcoord.xy;
output.color = input.color;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
output.viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
#ifdef SHADOW_CASTER
half3 normalWS = TransformObjectToWorldNormal(input.normal);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - vertexInput.positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, lightDirectionWS));
output.clipPos = positionCS;
#else
output.clipPos = vertexInput.positionCS;
#endif
return output;
}
void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = input.interpolated.positionWS.xyz;
inputData.positionCS = input.interpolated.clipPos;
#ifdef EFFECT_BUMP
inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz));
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
#else
inputData.normalWS = NormalizeNormalPerPixel(input.interpolated.normalWS);
inputData.viewDirectionWS = input.interpolated.viewDirWS;
#endif
#if SHADER_HINT_NICE_QUALITY
inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.interpolated.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = InitializeInputDataFog(float4(input.interpolated.positionWS, 1.0), input.interpolated.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.interpolated.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(NOT_USED, input.interpolated.vertexSH, inputData.normalWS);
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.interpolated.clipPos);
inputData.shadowMask = half4(1, 1, 1, 1); // No GI currently.
#if defined(DEBUG_DISPLAY) && !defined(LIGHTMAP_ON)
inputData.vertexSH = input.interpolated.vertexSH;
#endif
#if defined(_NORMALMAP)
inputData.tangentToWorld = half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz);
#endif
}
#ifdef GBUFFER
FragmentOutput SpeedTree8Frag(SpeedTreeFragmentInput input)
#else
half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
#endif
{
UNITY_SETUP_INSTANCE_ID(input.interpolated);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);
#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
#ifdef EFFECT_BUMP
half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
#else
half3 viewDirectionWS = input.interpolated.viewDirWS;
#endif
LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x);
#endif
#endif
half2 uv = input.interpolated.uv;
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
half alpha = diffuse.a * input.interpolated.color.a;
AlphaDiscard(alpha, 0.3333);
half3 albedo = diffuse.rgb;
half3 emission = 0;
half metallic = 0;
half smoothness = 0;
half occlusion = 0;
half3 specular = 0;
// hue variation
#ifdef EFFECT_HUE_VARIATION
half3 shiftedColor = lerp(albedo, _HueVariationColor.rgb, input.interpolated.color.g);
// preserve vibrance
half maxBase = max(albedo.r, max(albedo.g, albedo.b));
half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
maxBase /= newMaxBase;
maxBase = maxBase * 0.5f + 0.5f;
shiftedColor.rgb *= maxBase;
albedo = saturate(shiftedColor);
#endif
// normal
#ifdef EFFECT_BUMP
half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
#else
half3 normalTs = half3(0, 0, 1);
#endif
// flip normal on backsides
#ifdef EFFECT_BACKSIDE_NORMALS
normalTs.z = IS_FRONT_VFACE(input.facing, normalTs.z, -normalTs.z);
#endif
// adjust billboard normals to improve GI and matching
#ifdef EFFECT_BILLBOARD
normalTs.z *= 0.5;
normalTs = normalize(normalTs);
#endif
// extra
#ifdef EFFECT_EXTRA_TEX
half4 extra = tex2D(_ExtraTex, uv);
smoothness = extra.r;
metallic = extra.g;
occlusion = extra.b * input.interpolated.color.r;
#else
smoothness = _Glossiness;
metallic = _Metallic;
occlusion = input.interpolated.color.r;
#endif
InputData inputData;
InitializeInputData(input, normalTs, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, input.interpolated.uv, _MainTex);
#if defined(GBUFFER) || defined(EFFECT_SUBSURFACE)
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
#endif
// subsurface (hijack emissive)
#ifdef EFFECT_SUBSURFACE
half fSubsurfaceRough = 0.7 - smoothness * 0.5;
half fSubsurface = D_GGX(clamp(-dot(mainLight.direction.xyz, inputData.viewDirectionWS.xyz), 0, 1), fSubsurfaceRough);
float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
half realtimeShadow = MainLightRealtimeShadow(shadowCoord);
float3 tintedSubsurface = tex2D(_SubsurfaceTex, uv).rgb * _SubsurfaceColor.rgb;
float3 directSubsurface = tintedSubsurface.rgb * mainLight.color.rgb * fSubsurface * realtimeShadow;
float3 indirectSubsurface = tintedSubsurface.rgb * inputData.bakedGI.rgb * _SubsurfaceIndirect;
emission = directSubsurface + indirectSubsurface;
#endif
#ifdef GBUFFER
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
return BRDFDataToGbuffer(brdfData, inputData, smoothness, emission + color, occlusion);
#else
SurfaceData surfaceData;
surfaceData.albedo = albedo;
surfaceData.specular = specular;
surfaceData.metallic = metallic;
surfaceData.smoothness = smoothness;
surfaceData.normalTS = normalTs;
surfaceData.emission = emission;
surfaceData.occlusion = occlusion;
surfaceData.alpha = alpha;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
#if defined(DEBUG_DISPLAY)
inputData.uv = uv;
#endif
half4 color = UniversalFragmentPBR(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
#endif
}
half4 SpeedTree8FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(input.viewDirWS, input.clipPos.xy), unity_LODFade.x);
#endif
#endif
half2 uv = input.uv;
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
half alpha = diffuse.a * input.color.a;
AlphaDiscard(alpha, 0.3333);
#if defined(SCENESELECTIONPASS)
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
return half4(_ObjectId, _PassValue, 1.0, 1.0);
#else
return half4(0, 0, 0, 0);
#endif
}
SpeedTreeVertexDepthNormalOutput SpeedTree8VertDepthNormal(SpeedTreeVertexInput input)
{
SpeedTreeVertexDepthNormalOutput output = (SpeedTreeVertexDepthNormalOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
// handle speedtree wind and lod
InitializeData(input, unity_LODFade.x);
output.uv = input.texcoord.xy;
output.color = input.color;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
half3 normalWS = TransformObjectToWorldNormal(input.normal);
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
#ifdef EFFECT_BUMP
real sign = input.tangent.w * GetOddNegativeScale();
output.normalWS.xyz = normalWS;
output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz);
output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign;
// View dir packed in w.
output.normalWS.w = viewDirWS.x;
output.tangentWS.w = viewDirWS.y;
output.bitangentWS.w = viewDirWS.z;
#else
output.normalWS = normalWS;
output.viewDirWS = viewDirWS;
#endif
output.clipPos = vertexInput.positionCS;
return output;
}
half4 SpeedTree8FragDepthNormal(SpeedTreeDepthNormalFragmentInput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input.interpolated);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);
#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
#ifdef EFFECT_BUMP
half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
#else
half3 viewDirectionWS = input.interpolated.viewDirWS;
#endif
LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x);
#endif
#endif
half2 uv = input.interpolated.uv;
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
half alpha = diffuse.a * input.interpolated.color.a;
AlphaDiscard(alpha, 0.3333);
// normal
#if defined(EFFECT_BUMP)
half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
#else
half3 normalTs = half3(0, 0, 1);
#endif
// flip normal on backsides
#ifdef EFFECT_BACKSIDE_NORMALS
if (input.facing < 0.5)
{
normalTs.z = -normalTs.z;
}
#endif
// adjust billboard normals to improve GI and matching
#if defined(EFFECT_BILLBOARD)
normalTs.z *= 0.5;
normalTs = normalize(normalTs);
#endif
#if defined(EFFECT_BUMP)
float3 normalWS = TransformTangentToWorld(normalTs, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz));
return half4(NormalizeNormalPerPixel(normalWS), 0.0h);
#else
return half4(NormalizeNormalPerPixel(input.interpolated.normalWS), 0.0h);
#endif
}
#endif