#ifndef LIL_PASS_DEPTHNORMAL_INCLUDED #define LIL_PASS_DEPTHNORMAL_INCLUDED #include "lil_common.hlsl" #include "lil_common_appdata.hlsl" //------------------------------------------------------------------------------------------------------------------------------ // Structure #if !defined(LIL_CUSTOM_V2F_MEMBER) #define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7) #endif #define LIL_V2F_POSITION_CS #define LIL_V2F_NORMAL_WS #if defined(LIL_V2F_FORCE_TEXCOORD0) || (LIL_RENDER > 0) #define LIL_V2F_TEXCOORD0 #endif #if defined(LIL_V2F_FORCE_POSITION_OS) || ((LIL_RENDER > 0) && !defined(LIL_LITE) && defined(LIL_FEATURE_DISSOLVE)) #define LIL_V2F_POSITION_OS #endif struct v2f { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD0; #if defined(LIL_V2F_TEXCOORD0) float2 uv0 : TEXCOORD1; #endif #if defined(LIL_V2F_POSITION_OS) float3 positionOS : TEXCOORD2; #endif LIL_CUSTOM_V2F_MEMBER(3,4,5,6,7,8,9,10) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; //------------------------------------------------------------------------------------------------------------------------------ // Shader #define LIL_NORMALIZE_NORMAL_IN_VS #include "lil_common_vert.hlsl" #include "lil_common_frag.hlsl" float4 frag(v2f input LIL_VFACE(facing)) : SV_Target { LIL_SETUP_INSTANCE_ID(input); LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); lilFragData fd = lilInitFragData(); BEFORE_UNPACK_V2F OVERRIDE_UNPACK_V2F LIL_COPY_VFACE(fd.facing); #include "lil_common_frag_alpha.hlsl" #if LIL_SRP_VERSION_GREATER_EQUAL(10, 1) float3 normalDirection = normalize(input.normalWS); normalDirection = fd.facing < (_FlipNormal-1.0) ? -normalDirection : normalDirection; normalDirection = normalize(normalDirection); #if !(LIL_SRP_VERSION_GREATER_EQUAL(12, 1)) || defined(_GBUFFER_NORMALS_OCT) return float4(PackNormalOctRectEncode(normalDirection), 0.0, 0.0); #else return float4(normalDirection, 0.0); #endif #else return 0; #endif } #endif