#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD1; float3 normalWS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings DepthNormalsVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS); output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); return output; } float4 DepthNormalsFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0); } #endif