#ifndef UNITY_DECLARE_NORMALS_TEXTURE_INCLUDED #define UNITY_DECLARE_NORMALS_TEXTURE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl" TEXTURE2D_X_FLOAT(_CameraNormalsTexture); SAMPLER(sampler_CameraNormalsTexture); float4 _CameraNormalsTexture_TexelSize; float3 SampleSceneNormals(float2 uv) { uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraNormalsTexture_TexelSize.xy); float3 normal = SAMPLE_TEXTURE2D_X(_CameraNormalsTexture, sampler_CameraNormalsTexture, uv).xyz; #if defined(_GBUFFER_NORMALS_OCT) float2 remappedOctNormalWS = Unpack888ToFloat2(normal); // values between [ 0, 1] float2 octNormalWS = remappedOctNormalWS.xy * 2.0 - 1.0; // values between [-1, +1] normal = UnpackNormalOctQuadEncode(octNormalWS); #endif return normal; } float3 LoadSceneNormals(uint2 uv) { float3 normal = LOAD_TEXTURE2D_X(_CameraNormalsTexture, uv).xyz; #if defined(_GBUFFER_NORMALS_OCT) float2 remappedOctNormalWS = Unpack888ToFloat2(normal); // values between [ 0, 1] float2 octNormalWS = remappedOctNormalWS.xy * 2.0 - 1.0; // values between [-1, +1] normal = UnpackNormalOctQuadEncode(octNormalWS); #endif return normal; } #endif