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