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[unity] URP shaders: Fixed DoF effect ignoring written depth when Dec…
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…al feature is enabled. Closes EsotericSoftware#2283.
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HaraldCsaszar committed Jul 24, 2023
1 parent 80f5973 commit 5eca100
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Showing 7 changed files with 248 additions and 2 deletions.
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#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct VaryingsSpine
{
float3 normalWS : NORMAL;
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};

VaryingsSpine DepthNormalsVertex(AttributesSpine input)
{
VaryingsSpine output = (VaryingsSpine)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));

#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
output.normalWS = normalWS;

output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}

void DepthNormalsFragment(VaryingsSpine input,
out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);

float3 normalWS = input.normalWS;
#if defined(_GBUFFER_NORMALS_OCT)
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]
outNormalWS = half4(packedNormalWS, 0.0);
#else
outNormalWS = half4(normalWS, 0.0);
#endif

#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}

#endif

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#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED

#include "Include/Spine-Sprite-Common-URP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/SpriteLighting.cginc"
#include "SpineCoreShaders/Spine-Common.cginc"
#include "Spine-Common-URP.hlsl"

//#include "Include/Spine-Sprite-Common-URP.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

struct VaryingsSprite
{
float4 pos : SV_POSITION;
fixed4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;

#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};

VaryingsSprite DepthNormalsVertexSprite(VertexInput input)
{
VaryingsSprite output = (VaryingsSprite)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

output.pos = calculateLocalPos(input.vertex);
output.vertexColor = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);

float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif

half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif

return output;
}

void DepthNormalsFragmentSprite(VaryingsSprite input,
out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
ALPHA_CLIP(texureColor, input.vertexColor)

#if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif

#if defined(_GBUFFER_NORMALS_OCT)
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]
outNormalWS = half4(packedNormalWS, 0.0);
#else
outNormalWS = half4(normalWS, 0.0);
#endif

#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}

#endif

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Expand Up @@ -123,7 +123,7 @@
ENDHLSL
}

Pass
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
Expand Down Expand Up @@ -157,6 +157,40 @@
#include "Include/Spine-DepthOnlyPass-URP.hlsl"
ENDHLSL
}

// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}

ZWrite On

HLSLPROGRAM
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment

// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING

// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing

#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "Include/Spine-Input-URP.hlsl"
#include "Include/Spine-DepthNormalsPass-URP.hlsl"
ENDHLSL
}
}

FallBack "Hidden/InternalErrorShader"
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Expand Up @@ -213,6 +213,42 @@ Shader "Universal Render Pipeline/Spine/Sprite"
ENDHLSL
}

// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}

ZWrite On
Cull[_Cull]

HLSLPROGRAM
#pragma vertex DepthNormalsVertexSprite
#pragma fragment DepthNormalsFragmentSprite

// -------------------------------------
// Material Keywords
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP

// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing

#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "Include/Spine-Input-Sprite-URP.hlsl"
#include "Include/Spine-Sprite-DepthNormalsPass-URP.hlsl"
ENDHLSL
}

Pass
{
Name "Unlit"
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Expand Up @@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.urp-shaders",
"displayName": "Spine Universal RP Shaders",
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.17",
"version": "4.1.18",
"unity": "2019.3",
"author": {
"name": "Esoteric Software",
Expand Down

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