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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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