#ifndef LIL_PASS_DEPTHONLY_INCLUDED #define LIL_PASS_DEPTHONLY_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 #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 #if defined(LIL_V2F_FORCE_NORMAL) || defined(WRITE_NORMAL_BUFFER) #define LIL_V2F_NORMAL_WS #endif #if defined(LIL_FUR) #define LIL_V2F_FURLAYER #endif struct v2f { float4 positionCS : SV_POSITION; #if defined(LIL_V2F_TEXCOORD0) float2 uv0 : TEXCOORD0; #endif #if defined(LIL_V2F_POSITION_OS) float3 positionOS : TEXCOORD1; #endif #if defined(LIL_V2F_NORMAL_WS) float3 normalWS : TEXCOORD2; #endif #if defined(LIL_FUR) float furLayer : TEXCOORD3; #endif LIL_CUSTOM_V2F_MEMBER(4,5,6,7,8,9,10,11) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; #if defined(LIL_FUR) && defined(LIL_HDRP) #define LIL_V2G_TEXCOORD0 #define LIL_V2G_POSITION_WS #if defined(LIL_V2G_FORCE_NORMAL_WS) || defined(WRITE_NORMAL_BUFFER) #define LIL_V2G_NORMAL_WS #endif #define LIL_V2G_FURVECTOR #define LIL_V2G_VERTEXID struct v2g { float3 positionWS : TEXCOORD0; float2 uv0 : TEXCOORD1; float3 furVector : TEXCOORD2; uint vertexID : TEXCOORD3; #if defined(LIL_V2G_NORMAL_WS) float3 normalWS : TEXCOORD4; #endif LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; #elif defined(LIL_ONEPASS_OUTLINE) struct v2g { v2f base; float4 positionCSOL : TEXCOORD3; }; #endif //------------------------------------------------------------------------------------------------------------------------------ // Shader #if defined(LIL_FUR) && defined(LIL_HDRP) #include "lil_common_vert_fur.hlsl" #else #include "lil_common_vert.hlsl" #endif #include "lil_common_frag.hlsl" void frag(v2f input LIL_VFACE(facing) #if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS) || !defined(LIL_HDRP) , out float4 outColor : SV_Target0 #else #ifdef WRITE_MSAA_DEPTH , out float4 depthColor : SV_Target0 #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target1 #endif #else #ifdef WRITE_NORMAL_BUFFER , out float4 outNormalBuffer : SV_Target0 #endif #endif #endif ) { 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 !defined(LIL_HDRP) outColor = 0; #elif defined(SCENESELECTIONPASS) outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #else #ifdef WRITE_MSAA_DEPTH depthColor = input.positionCS.z; #ifdef _ALPHATOMASK_ON #if LIL_RENDER > 0 depthColor.a = saturate((alpha - _Cutoff) / max(fwidth(alpha), 0.0001) + 0.5); #else depthColor.a = 1.0; #endif #endif #endif #if defined(WRITE_NORMAL_BUFFER) float3 normalDirection = normalize(input.normalWS); normalDirection = fd.facing < (_FlipNormal-1.0) ? -normalDirection : normalDirection; const float seamThreshold = 1.0 / 1024.0; normalDirection.z = CopySign(max(seamThreshold, abs(normalDirection.z)), normalDirection.z); float2 octNormalWS = PackNormalOctQuadEncode(normalDirection); float3 packNormalWS = PackFloat2To888(saturate(octNormalWS * 0.5 + 0.5)); outNormalBuffer = float4(packNormalWS, 1.0); #endif #endif } #if defined(LIL_TESSELLATION) #include "lil_tessellation.hlsl" #endif #endif