#ifndef __2NER_INC #define __2NER_INC #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" #include "globals.cginc" #include "interpolators.cginc" #include "poi.cginc" #include "yum_brdf.cginc" #include "yum_pbr.cginc" #include "yum_lighting.cginc" v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldPos = mul(unity_ObjectToWorld, v.vertex); // Calculate TBN matrix o.normal = UnityObjectToWorldNormal(v.normal); o.tangent = UnityObjectToWorldDir(v.tangent.xyz); o.bitangent = cross(o.normal, o.tangent) * v.tangent.w; return o; } float4 frag (v2f i) : SV_Target { YumPbr pbr = GetYumPbr(i); UNITY_BRANCH if (_Mode == 1) { clip(pbr.albedo.a - _Clip); } YumLighting l = GetYumLighting(i, pbr); float4 lit = YumBRDF(i, l, pbr); return lit; } #endif // __2NER_INC