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