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struct VertexOutputForwardBase
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
SHADOW_COORDS(6)
UNITY_FOG_COORDS(7)
// next ones would not fit into SM2.0 limits, but they are always for SM3.0+
#if UNITY_SPECCUBE_BOX_PROJECTION
float3 posWorld : TEXCOORD8;
#endif
};
VertexOutputForwardBase vertForwardBase (VertexInput v)
{
VertexOutputForwardBase o;
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
float4 posWorld = mul(_Object2World, v.vertex);
#if UNITY_SPECCUBE_BOX_PROJECTION
o.posWorld = posWorld.xyz;
#endif
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.tex = TexCoords(v);
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _TANGENT_TO_WORLD
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
#else
o.tangentToWorldAndParallax[0].xyz = 0;
o.tangentToWorldAndParallax[1].xyz = 0;
o.tangentToWorldAndParallax[2].xyz = normalWorld;
#endif
//We need this for shadow receving
TRANSFER_SHADOW(o);
// Static lightmaps
#ifndef LIGHTMAP_OFF
o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
// Sample light probe for Dynamic objects only (no static or dynamic lightmaps)
#elif UNITY_SHOULD_SAMPLE_SH
#if UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.ambientOrLightmapUV.rgb = 0;
#elif (SHADER_TARGET < 30)
o.ambientOrLightmapUV.rgb = ShadeSH9(half4(normalWorld, 1.0));
#else
// Optimization: L2 per-vertex, L0..L1 per-pixel
o.ambientOrLightmapUV.rgb = ShadeSH3Order(half4(normalWorld, 1.0));
#endif
// Add approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.ambientOrLightmapUV.rgb += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, posWorld, normalWorld);
#endif
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
o.tangentToWorldAndParallax[0].w = viewDirForParallax.x;
o.tangentToWorldAndParallax[1].w = viewDirForParallax.y;
o.tangentToWorldAndParallax[2].w = viewDirForParallax.z;
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
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