[unity] Added depth normal pass to sprite shader required by version below URP 12.0.0.

This commit is contained in:
ounols 2022-09-30 16:41:17 +09:00
parent c9a1a959d7
commit 36ff3059d6
3 changed files with 90 additions and 0 deletions

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@ -0,0 +1,45 @@
#ifndef SPRITES_DEPTH_NORMAL_PASS_URP_INCLUDED
#define SPRITES_DEPTH_NORMAL_PASS_URP_INCLUDED
#include "Include/Spine-Sprite-Common-URP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct AttributesSprite
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSprite
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
float3 normalWS : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSprite DepthNormalVertexSprite(AttributesSprite input)
{
VaryingsSprite output = (VaryingsSprite)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.normalWS = NormalizeNormalPerVertex(input.normalOS);
return output;
}
half4 DepthNormalFragmentSprite(VaryingsSprite input) : SV_TARGET
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
return half4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
}
#endif

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guid: d056e751c0a21b446bd1120602271812
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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@ -202,6 +202,41 @@ Shader "Universal Render Pipeline/Spine/Sprite"
#include "Include/Spine-Sprite-DepthOnlyPass-URP.hlsl"
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex DepthNormalVertexSprite
#pragma fragment DepthNormalFragmentSprite
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "Include/Spine-Input-Sprite-URP.hlsl"
#include "Include/Spine-Sprite-DepthNormalPass-URP.hlsl"
ENDHLSL
}
Pass
{