struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; // Bending also #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) float4 tangentOS : TANGENT; float2 uv : TEXCOORD0; #endif float2 texcoord1 : TEXCOORD1; // Bending half4 color : COLOR; // Bending float3 texcoord2 : TEXCOORD2; // Leaves only: Pivot UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) float2 uv : TEXCOORD0; #endif float3 normalWS : TEXCOORD4; #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) half4 tangentWS : TEXCOORD5; #endif // CTI specific #if defined(CTIBARKARRAY) half layer : TEXCOORD6; #endif //UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; //-------------------------------------- // Vertex shader #include "Includes/CTI URP Bending.hlsl" Varyings DepthNormalsVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); CTI_AnimateVertex( input, #if defined (_BENDINGCOLRSONLY) float4(input.color.rg, input.color.ab), // animParams, #else float4(input.color.rg, input.texcoord1.xy), // animParams, #endif _BaseWindMultipliers ); // CTI special #if defined(CTIBARKARRAY) output.layer = input.color.b; #endif #if defined (_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) output.uv = input.uv; #endif 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 // URP 12 #if defined(_NORMALMAP) && defined(_NORMALINDEPTHNORMALPASS) half3 normalTS; #if defined(CTIBARKARRAY) half4 sampleNormal = SAMPLE_TEXTURE2D_ARRAY(_BumpOcclusionMapArray, sampler_BumpOcclusionMapArray, input.uv, input.layer); #else half4 sampleNormal = SAMPLE_TEXTURE2D(_BumpOcclusionMap, sampler_BumpOcclusionMap, input.uv); #endif half3 tangentNormal; normalTS.xy = sampleNormal.ag * 2 - 1; normalTS.z = max(1.0e-16, sqrt(1.0h - saturate(dot(normalTS.xy, normalTS.xy)))); 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 * 0.5 + 0.5); // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] return half4(packedNormalWS, 0.0); #else float3 normalWS = NormalizeNormalPerPixel(input.normalWS); return half4(normalWS, 0.0); #endif }