struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float3 texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD4; #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) half4 tangentWS : TEXCOORD5; #endif //UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; //-------------------------------------- // Vertex shader #include "Includes/CTI URP Billboard.hlsl" Varyings DepthNormalsVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); half4 color; CTIBillboardVert(input, 0, color); output.uv = input.texcoord; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); #else VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, float4(1,1,1,1)); #endif output.normalWS = normalInput.normalWS; #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif output.positionCS = vertexInput.positionCS; return output; } half4 DepthNormalsFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) && !defined(SHADER_API_GLES) LODDitheringTransition(input.positionCS.xyz, unity_LODFade.x); #endif half alpha = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).a; clip(alpha - _Cutoff); // URP 12 #if defined(_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) half3 normalTS; half4 sampleNormal = SAMPLE_TEXTURE2D(_BumpSpecMap, sampler_BumpSpecMap, input.uv); normalTS.xy = sampleNormal.ag * 2.0h - 1.0h; normalTS.z = max(1.0e-16, sqrt(1.0h - saturate(dot(normalTS.xy, normalTS.xy)))); // URP 11 needs reversed order here or goes crazy normalTS.xy *= _BumpScale; float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); input.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)); #endif #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = normalize(input.normalWS); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5h + 0.5h); // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] return half4(packedNormalWS, 0.0h); #else float3 normalWS = NormalizeNormalPerPixel(input.normalWS); return half4(normalWS, 0.0h); #endif }