#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED #define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED #include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-Common-URP.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc" #include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc" #include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-URP.hlsl" struct VaryingsSprite { float4 pos : SV_POSITION; fixed4 vertexColor : COLOR; float3 texcoord : TEXCOORD0; #if defined(_NORMALMAP) half4 normalWorld : TEXCOORD4; half4 tangentWorld : TEXCOORD5; half4 binormalWorld : TEXCOORD6; #else half3 normalWorld : TEXCOORD4; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VaryingsSprite DepthNormalsVertexSprite(VertexInput input) { VaryingsSprite output = (VaryingsSprite)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.pos = calculateLocalPos(input.vertex); output.vertexColor = calculateVertexColor(input.color); output.texcoord = float3(calculateTextureCoord(input.texcoord), 0); float backFaceSign = 1; #if defined(FIXED_NORMALS_BACKFACE_RENDERING) float3 positionWS = TransformObjectToWorld(input.vertex.xyz); backFaceSign = calculateBackfacingSign(positionWS.xyz); #endif half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign); output.normalWorld.xyz = normalWS; #if defined(_NORMALMAP) output.tangentWorld.xyz = calculateWorldTangent(input.tangent); output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign); #endif return output; } void DepthNormalsFragmentSprite(VaryingsSprite input, out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); fixed4 texureColor = calculateTexturePixel(input.texcoord.xy); ALPHA_CLIP(texureColor, input.vertexColor) #if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP) half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz); #else half3 normalWS = input.normalWorld.xyz; #endif #if defined(_GBUFFER_NORMALS_OCT) 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] outNormalWS = half4(packedNormalWS, 0.0); #else outNormalWS = half4(normalWS, 0.0); #endif #ifdef USE_WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } #endif