#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED

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

struct Attributes
{
    float4 positionOS     : POSITION;
    float4 tangentOS      : TANGENT;
    float2 texcoord     : TEXCOORD0;
    float3 normal       : NORMAL;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float4 positionCS   : SV_POSITION;
    float2 uv           : TEXCOORD1;
    float3 normalWS                 : TEXCOORD2;

    UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO
};

Varyings DepthNormalsVertex(Attributes input)
{
    Varyings output = (Varyings)0;
    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

    output.uv         = TRANSFORM_TEX(input.texcoord, _BaseMap);
    output.positionCS = TransformObjectToHClip(input.positionOS.xyz);

    VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
    output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);

    return output;
}

float4 DepthNormalsFragment(Varyings input) : SV_TARGET
{
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

    Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
    return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
}
#endif
