46 lines
1.4 KiB
HLSL

#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