48 lines
1.4 KiB
HLSL
48 lines
1.4 KiB
HLSL
#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
|