53 lines
1.1 KiB
HLSL

#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