#ifndef __INTERPOLATORS_INC #define __INTERPOLATORS_INC #include "AutoLight.cginc" struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float2 uv3 : TEXCOORD3; float3 normal : NORMAL; float4 tangent : TANGENT; float4 color : COLOR; // vertex color UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if defined(_TESSELLATION) float4 tpos : INTERNALTESSPOS; #endif linear noperspective centroid float4 pos : SV_POSITION; float4 uv01 : TEXCOORD0; float4 uv23 : TEXCOORD1; // just one more uv slot bro please float4 objPos : TEXCOORD2; float3 normal : TEXCOORD3; float4 tangent : TEXCOORD4; float4 vertexLight : TEXCOORD5; // vertexLight.xyz | furLayer UNITY_LIGHTING_COORDS(6,7) #if defined(V2F_ORIG_POS) float3 orig_pos : TEXCOORD8; #endif #if defined(V2F_COLOR) float4 color : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // Fragment shader common data. f2f = fragment 2 fragment struct f2f { float3 worldPos; float3 binormal; float3 eyeVec; float3 viewDir; float3x3 tbn; }; #endif // __INTERPOLATORS_INC