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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Editor/ShaderGraph/Includes/SpriteNormalPass.hlsl
2021-06-13 10:28:03 +02:00

29 lines
1.1 KiB
HLSL

PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = PackVaryings(output);
return packedOutput;
}
half4 frag(PackedVaryings packedInput) : SV_TARGET
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
half crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
half3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz);
#ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS
half4 color = surfaceDescription.SpriteColor;
#else
half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
#endif
return NormalsRenderingShared(color, surfaceDescription.NormalTS, unpacked.tangentWS.xyz, bitangent, unpacked.normalWS);
}