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- #ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
- #define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
- #include "Include/Spine-Sprite-Common-URP.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "SpineCoreShaders/SpriteLighting.cginc"
- #include "SpineCoreShaders/Spine-Common.cginc"
- #include "Spine-Common-URP.hlsl"
- //#include "Include/Spine-Sprite-Common-URP.hlsl"
- //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct VaryingsSprite
- {
- float4 pos : SV_POSITION;
- fixed4 vertexColor : COLOR;
- float3 texcoord : TEXCOORD0;
- #if defined(_NORMALMAP)
- half4 normalWorld : TEXCOORD4;
- half4 tangentWorld : TEXCOORD5;
- half4 binormalWorld : TEXCOORD6;
- #else
- half3 normalWorld : TEXCOORD4;
- #endif
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsSprite DepthNormalsVertexSprite(VertexInput input)
- {
- VaryingsSprite output = (VaryingsSprite)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.pos = calculateLocalPos(input.vertex);
- output.vertexColor = calculateVertexColor(input.color);
- output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
- float backFaceSign = 1;
- #if defined(FIXED_NORMALS_BACKFACE_RENDERING)
- backFaceSign = calculateBackfacingSign(positionWS.xyz);
- #endif
- half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
- output.normalWorld.xyz = normalWS;
- #if defined(_NORMALMAP)
- output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
- output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
- #endif
- return output;
- }
- void DepthNormalsFragmentSprite(VaryingsSprite input,
- out half4 outNormalWS : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
- ALPHA_CLIP(texureColor, input.vertexColor)
- #if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
- half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
- #else
- half3 normalWS = input.normalWorld.xyz;
- #endif
- #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
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