#if SHADERPASS != SHADERPASS_DBUFFER #error SHADERPASS_is_not_correctly_define #endif #include "VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; varyingsType.vmesh = VertMesh(inputMesh); return PackVaryingsType(varyingsType); } void Frag( PackedVaryingsToPS packedInput, OUTPUT_DBUFFER(outDBuffer) ) { FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw); float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x; UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput); // Transform from world space to decal space (DS) to clip the decal. // For this we must use absolute position. // There is no lose of precision here as it doesn't involve the camera matrix float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); float3 positionDS = mul(UNITY_MATRIX_I_M, float4(positionWS, 1.0)).xyz; positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5); clip(positionDS); // clip negative value clip(1.0 - positionDS); // Clip value above one DecalSurfaceData surfaceData; float3x3 decalToWorld = (float3x3)UNITY_ACCESS_INSTANCED_PROP(matrix, normalToWorld); GetSurfaceData(positionDS.xz, decalToWorld, surfaceData); ENCODE_INTO_DBUFFER(surfaceData, outDBuffer); }