study/first_study/Library/PackageCache/com.unity.shadergraph@3686fafd4720/GraphTemplates/Cross Pipeline/GetSceneNormal.hlsl
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

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HLSL

#ifndef GET_SCENE_NORMAL
#define GET_SCENE_NORMAL
#if !defined(SHADERGRAPH_PREVIEW)
#if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) //URP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
void GetSceneNormal_float(float2 ScreenPos, out float3 WorldNormal)
{
WorldNormal = SampleSceneNormals(ScreenPos);
}
void GetSceneNormal_half(float2 ScreenPos, out float3 WorldNormal)
{
WorldNormal = SampleSceneNormals(ScreenPos);
}
#else //HDRP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
void GetSceneNormal_float(float2 ScreenPos, out float3 WorldNormal)
{
uint2 positionSS = ScreenPos * _ScreenSize.xy;
NormalData normalData;
DecodeFromNormalBuffer(positionSS, normalData);
WorldNormal = normalData.normalWS;
}
#endif
#else
void GetSceneNormal_float(float2 ScreenPos, UnityTexture2D _CameraNormalsTexture, out float3 WorldNormal)
{
WorldNormal = float3(0,1,0);
}
void GetSceneNormal_half(float2 ScreenPos, UnityTexture2D _CameraNormalsTexture, out float3 WorldNormal)
{
WorldNormal = float3(0,1,0);
}
#endif
#endif