75 lines
2.4 KiB
HLSL

#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