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- #ifndef UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #define UNIVERSAL_FORWARD_LIT_DEPTH_NORMALS_PASS_INCLUDED
- #include "InTerra_TerrainLitPasses.hlsl"
- // DepthNormal pass
- struct AttributesDepthNormal
- {
- float4 positionOS : POSITION;
- half3 normalOS : NORMAL;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsDepthNormal
- {
- float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
- #ifndef TERRAIN_SPLAT_BASEPASS
- float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
- float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
- #endif
- #if (defined(_NORMALMAPS) || defined(_TERRAIN_NORMAL_IN_MASK)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
- half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
- half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z
- half3 positionWS : TEXCOORD6;
- #else
- half3 normal : TEXCOORD3;
- #endif
- float4 uvSplat45 : TEXCOORD7;
- float4 uvSplat67 : TEXCOORD8;
- float4 clipPos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsDepthNormal DepthNormalOnlyVertex(AttributesDepthNormal v)
- {
- VaryingsDepthNormal o = (VaryingsDepthNormal)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
- const VertexPositionInputs attributes = GetVertexPositionInputs(v.positionOS.xyz);
- o.uvMainAndLM.xy = v.texcoord;
- o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
- #ifndef TERRAIN_SPLAT_BASEPASS
- o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
- o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
- #ifndef _LAYERS_TWO
- o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
- o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
- #ifdef _LAYERS_EIGHT
- o.uvSplat45.xy = TRANSFORM_TEX(v.texcoord, _Splat4);
- o.uvSplat45.zw = TRANSFORM_TEX(v.texcoord, _Splat5);
- o.uvSplat67.xy = TRANSFORM_TEX(v.texcoord, _Splat6);
- o.uvSplat67.zw = TRANSFORM_TEX(v.texcoord, _Splat7);
- #endif
- #endif
- #endif
- #if (defined(_NORMALMAPS) || defined(_TERRAIN_NORMAL_IN_MASK)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(attributes.positionWS);
- float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
- VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
- o.normal = half4(normalInput.normalWS, viewDirWS.x);
- o.tangent = half4(normalInput.tangentWS, viewDirWS.y);
- o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z);
- o.positionWS = attributes.positionWS;
- #else
- o.normal = TransformObjectToWorldNormal(v.normalOS);
- #endif
- o.clipPos = attributes.positionCS;
- return o;
- }
- void SampleNorm(float2 uv[_LAYER_COUNT], half4 blendMask[2], inout float3 mixNormal, half4 mask[_LAYER_COUNT])
- {
- half3 normal[_LAYER_COUNT];
- #define norm(i, blendMask) \
- UNITY_BRANCH if (blendMask > 0) \
- { \
- normal[i] = SampleNormals(i).xyz; \
- mixNormal += normal[i].xyz * blendMask.x; \
- } \
- else \
- { \
- normal[i] = float3(0, 0, 1); \
- } \
- norm(0, blendMask[0].r);
- #ifndef _LAYERS_ONE
- norm(1, blendMask[0].g);
- #ifndef _LAYERS_TWO
- norm(2, blendMask[0].b);
- norm(3, blendMask[0].a);
- #ifdef _LAYERS_EIGHT
- norm(4, blendMask[1].r);
- norm(5, blendMask[1].g);
- norm(6, blendMask[1].b);
- norm(7, blendMask[1].a);
- #endif
- #endif
- #endif
- #undef norm
- }
- void NormalMapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, float4 uvSplat45, float4 uvSplat67, float3 positionWS, float3 worldNormal, float3 tangentViewDirTerrain, inout half4 blendMask[2], inout half3 mixedNormal)
- {
- #if defined(_NORMALMAPS) && defined(_DEPTH_NORMALS_MAPS)
- half3 mixNormal = half(0.0);
- half3 normal[_LAYER_COUNT];
- float2 uvSplat[_LAYER_COUNT];
- float2 uv[_LAYER_COUNT];
- half4 mask[_LAYER_COUNT];
- uvSplat[0] = uvSplat01.xy;
- uvSplat[1] = uvSplat01.zw;
- #ifndef _LAYERS_TWO
- uvSplat[2] = uvSplat23.xy;
- uvSplat[3] = uvSplat23.zw;
- #ifdef _LAYERS_EIGHT
- uvSplat[4] = uvSplat45.xy;
- uvSplat[5] = uvSplat45.zw;
- uvSplat[6] = uvSplat67.xy;
- uvSplat[7] = uvSplat67.zw;
- #endif
- #endif
- UvSplat(uv, uvSplat, uvMainAndLM.xy);
- #if (defined(_NORMALMAPS) || defined(_TERRAIN_NORMAL_IN_MASK)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) && defined(PARALLAX)
- UNITY_BRANCH if (_Terrain_Parallax == 1)
- {
- float lod = _MipMapLevel + smoothstep(_MipMapFade.x, _MipMapFade.y, (distance(positionWS, _WorldSpaceCameraPos)));
- ParallaxUV(uv, tangentViewDirTerrain, blendMask, 1.0f, lod);
- }
- #endif
- SampleMask(mask, uv, blendMask, 1.0f);
- #if defined(_TERRAIN_BLEND_HEIGHT) && !defined(TERRAIN_SPLAT_ADDPASS)
- #ifdef _TERRAIN_BASEMAP_GEN
- if (_NumLayersCount <= 4)
- #endif
- {
- if (_HeightmapBlending == 1)
- {
- HeightBlend(mask, blendMask, _HeightTransition);
- }
- }
- #endif
- SampleNorm(uv, blendMask, mixNormal, mask);
- #if HAS_HALF
- mixNormal.z += half(0.01);
- #else
- mixNormal.z += 1e-5f;
- #endif
-
- mixedNormal = normalize(mixNormal.xyz);
- #endif
-
- }
- #if defined(UNITY_2022_2_OR_NEWER) || defined(UNITY_6000_1_OR_NEWER)
- void DepthNormalOnlyFragment(
- VaryingsDepthNormal IN
- , out half4 outNormalWS : SV_Target0
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- #else
- half4 DepthNormalOnlyFragment(VaryingsDepthNormal IN) : SV_TARGET
- #endif
- {
- #ifdef _ALPHATEST_ON
- ClipHoles(IN.uvMainAndLM.xy);
- #endif
- float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
- half4 blendMask[2];
- blendMask[0] = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
- blendMask[1] = float4(0.0f, 0.0f, 0.0f, 0.0f);
- float3 tangentViewDir = float3(0.0h, 0.0h, 1.0h);
- float3 worldPos = float3(0.0h, 0.0h, 0.0h);;
- #if (defined(_NORMALMAPS) || defined(_TERRAIN_NORMAL_IN_MASK)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) && defined(PARALLAX)
- worldPos = IN.positionWS;
- float3x3 objectToTangent = float3x3((IN.tangent.xyz), (cross(IN.normal.xyz, IN.tangent.xyz)) * -1, IN.normal.xyz);
- tangentViewDir = -normalize(mul(objectToTangent, GetWorldSpaceViewDir(worldPos)));
- #endif
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- #ifndef _LAYERS_EIGHT
- NormalMapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, float4(0.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f), worldPos, IN.normal.xyz, tangentViewDir, blendMask, normalTS);
- #else
- float2 tc = _WorldMapping ? (IN.positionWS.xz / _TerrainSizeXZPosY.xy) : IN.uvMainAndLM.xy;
- IN.uvSplat45.xy = TRANSFORM_TEX(tc, _Splat4);
- IN.uvSplat45.zw = TRANSFORM_TEX(tc, _Splat5);
- IN.uvSplat67.xy = TRANSFORM_TEX(tc, _Splat6);
- IN.uvSplat67.zw = TRANSFORM_TEX(tc, _Splat7);
- blendMask[1] = SAMPLE_TEXTURE2D(_Control1, sampler_Control, splatUV);
- NormalMapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, IN.uvSplat45, IN.uvSplat67, worldPos, IN.normal.xyz, tangentViewDir, blendMask, normalTS);
- #endif
- #if (defined(_NORMALMAPS) || defined(_TERRAIN_NORMAL_IN_MASK)) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz));
- #elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- half3 viewDirWS = IN.viewDir;
- float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
- #else
- half3 normalWS = IN.normal;
- #endif
- normalWS = NormalizeNormalPerPixel(normalWS);
-
- #if defined(UNITY_2022_2_OR_NEWER) || defined(UNITY_6000_1_OR_NEWER)
- outNormalWS = half4(normalWS, 0.0);
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- #else
- return half4(normalWS, 0.0);
- #endif
- }
- #endif
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