blob: 6e8d19a995fd73a500c7e48af5c2d39c5b0492ab (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
|
#include "UnityCG.cginc"
#include "custom30.cginc"
#include "features.cginc"
#include "interpolators.cginc"
v2f vert(appdata v)
{
#if !defined(_CAST_SHADOWS)
return (v2f) (0.0/0.0);
#endif
#if defined(_RAYMARCHED_FOG)
return (v2f) (0.0/0.0);
#endif
v2f o = (v2f)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uv01.xy = v.uv0;
o.uv01.zw = v.uv1;
o.uv23.xy = v.uv2;
o.uv23.zw = v.uv3;
o.objPos = v.vertex;
#if defined(V2F_COLOR)
o.color = v.color;
#endif
return o;
}
float4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if defined(_DEPTH_PREPASS)
return 0;
#endif
#if defined(_CUSTOM30)
Custom30Output c30_out = (Custom30Output)0;
#if defined(_CUSTOM30_BASICCUBE)
c30_out = BasicCube(i);
#elif defined(_CUSTOM30_BASICWEDGE)
c30_out = BasicWedge(i);
#elif defined(_CUSTOM30_BASICPLATFORM)
c30_out = BasicPlatform(i);
#elif defined(_CUSTOM30_RAINBOW)
c30_out = Rainbow(i);
#endif
i.pos = UnityObjectToClipPos(c30_out.objPos);
#endif
return 0;
}
|