HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_pass_depthnormals.hlsl

69 lines
2.2 KiB
HLSL

#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