#ifndef DISINFO_LIGHTING #define DISINFO_LIGHTING #include "AutoLight.cginc" #include "UnityPBSLighting.cginc" #include "interpolators.cginc" #include "disinfo.cginc" void getVertexLightColor(inout v2f i) { #if defined(VERTEXLIGHT_ON) i.vertexLightColor = 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, i.worldPos, i.normal ); #endif } v2f vert(appdata v) { v2f o; o.position = UnityObjectToClipPos(v.position); o.worldPos = mul(unity_ObjectToWorld, v.position); o.normal = UnityObjectToWorldNormal(v.normal); o.uv = v.uv; getVertexLightColor(o); return o; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; int2 cell_pos; float2 cell_uv; if (!getBoxLoc(uv, 0.1, 0.9, /*res=*/int2(4,4), cell_pos, cell_uv)) { return float4(0, 0, 0, 1); } float2 duv = float2(ddx(i.uv.x), ddy(i.uv.y)) / 4; float4 font_color = renderInBox(67, cell_uv, duv); return font_color; } #endif // DISINFO_LIGHTING