#ifndef SCSS_ATTRIBUTES_INCLUDED #define SCSS_ATTRIBUTES_INCLUDED #include "UnityCG.cginc" #include "AutoLight.cginc" struct VertexOutput { UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO UNITY_POSITION(pos); float3 normal : NORMAL; fixed4 color : COLOR0_centroid; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float3 tangentDir : TEXCOORD4; float3 bitangentDir : TEXCOORD5; float4 vertex : VERTEX; #if defined(VERTEXLIGHT_ON) half4 vertexLight : TEXCOORD6; #endif half4 extraData : EXTRA_DATA; // Pass-through the shadow coordinates if this pass has shadows. // Note the workaround for UNITY_SHADOW_COORDS issue. #if defined(USING_SHADOWS_UNITY) && defined(UNITY_SHADOW_COORDS) UNITY_SHADOW_COORDS(8) #endif // Pass-through the fog coordinates if this pass has fog. #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) UNITY_FOG_COORDS(9) #endif }; struct FragmentInput { VertexOutput i; uint facing : SV_IsFrontFace; }; struct FragmentOutput { float4 color : SV_Target; uint coverage : SV_Coverage; }; #endif // SCSS_ATTRIBUTES_INCLUDED