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#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
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