#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED #define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct AttributesSpine { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 vertexColor : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsSpine { float3 normalWS : NORMAL; float4 positionCS : SV_POSITION; float4 texcoordAndAlpha: TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; VaryingsSpine DepthNormalsVertex(AttributesSpine input) { VaryingsSpine output = (VaryingsSpine)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); half3 fixedNormal = half3(0, 0, -1); half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal)); #ifdef _DOUBLE_SIDED_LIGHTING // unfortunately we have to compute the sign here in the vertex shader // instead of using VFACE in fragment shader stage. half3 viewDirWS = UNITY_MATRIX_V[2].xyz; half faceSign = sign(dot(viewDirWS, normalWS)); normalWS *= faceSign; #endif output.normalWS = normalWS; output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); output.texcoordAndAlpha.a = input.vertexColor.a; output.positionCS = TransformObjectToHClip(input.positionOS.xyz); return output; } void DepthNormalsFragment(VaryingsSpine input, out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy); clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff); float3 normalWS = input.normalWS; #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