diff options
Diffstat (limited to '2ner.cginc')
| -rw-r--r-- | 2ner.cginc | 20 |
1 files changed, 19 insertions, 1 deletions
@@ -4,6 +4,7 @@ #include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
+#include "custom30.cginc"
#include "eyes.cginc"
#include "face_me.cginc"
#include "false_color_visualization.cginc"
@@ -159,11 +160,14 @@ v2f vert(appdata v) { #if defined(SHADOW_CASTER_PASS)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
#endif
+
+ // Vertex color
+ o.color = v.color;
return o;
}
float4 frag(v2f i, uint facing : SV_IsFrontFace
-#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING)
+#if defined(_HARNACK_TRACING) || defined(_SHATTER_WAVE) || defined(_VERTEX_DOMAIN_WARPING) || defined(_CUSTOM30)
, out float depth : SV_DepthLessEqual
#endif
) : SV_Target {
@@ -213,6 +217,20 @@ float4 frag(v2f i, uint facing : SV_IsFrontFace i.uv01.xy = eye_effect_00.uv;
#endif
+#if defined(_CUSTOM30_BASICCUBE)
+ Custom30Output basic_cube_output = BasicCube(i);
+ i.pos = UnityObjectToClipPos(basic_cube_output.objPos);
+ i.normal = basic_cube_output.normal;
+ depth = basic_cube_output.depth;
+#endif
+
+#if defined(_CUSTOM30_BASICWEDGE)
+ Custom30Output basic_wedge_output = BasicWedge(i);
+ i.pos = UnityObjectToClipPos(basic_wedge_output.objPos);
+ i.normal = basic_wedge_output.normal;
+ depth = basic_wedge_output.depth;
+#endif
+
YumPbr pbr = GetYumPbr(i);
#if defined(_HARNACK_TRACING)
|
