diff options
| author | yum <yum.food.vr@gmail.com> | 2024-08-10 02:09:15 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-08-10 02:09:15 -0700 |
| commit | 4e2422becccc311349325fe436f10326b7210c73 (patch) | |
| tree | 7363ccbd1a6b9c428c82ed685114e99dfffaf9e6 /interpolators.cginc | |
| parent | 1aa73f3471b12d5fed9feb76a25c40ccf3969ce8 (diff) | |
Decals can now use a secondary UV channel
This lets you efficiently create a shit ton of tattoos using a single
texture. It also lets you place them over seamlines. Just create a
secondary UV map in blender and export as FBX. The shader will pick up
this secondary channel and use it, if instructed to do so in the decals
UI.
Diffstat (limited to 'interpolators.cginc')
| -rw-r--r-- | interpolators.cginc | 32 |
1 files changed, 17 insertions, 15 deletions
diff --git a/interpolators.cginc b/interpolators.cginc index 1b04192..00cc5c6 100644 --- a/interpolators.cginc +++ b/interpolators.cginc @@ -10,7 +10,7 @@ struct appdata float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -19,14 +19,15 @@ struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; + float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) - float2 lmuv : TEXCOORD1; + float2 lmuv : TEXCOORD2; #endif - float3 worldPos : TEXCOORD2; - float3 normal : TEXCOORD3; - float3 objPos : TEXCOORD4; + float3 worldPos : TEXCOORD3; + float3 normal : TEXCOORD4; + float3 objPos : TEXCOORD5; #if defined(SSR_ENABLED) - float4 screenPos : TEXCOORD5; + float4 screenPos : TEXCOORD6; #endif UNITY_VERTEX_OUTPUT_STEREO @@ -38,7 +39,7 @@ struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD1; float3 normal : NORMAL; float4 tangent : TANGENT; @@ -49,20 +50,21 @@ struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; + float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) - float2 lmuv : TEXCOORD1; + float2 lmuv : TEXCOORD2; #endif - float3 normal : TEXCOORD2; - float4 tangent : TEXCOORD3; - float3 worldPos : TEXCOORD4; - float3 objPos : TEXCOORD5; + float3 normal : TEXCOORD3; + float4 tangent : TEXCOORD4; + float3 worldPos : TEXCOORD5; + float3 objPos : TEXCOORD6; - SHADOW_COORDS(6) + SHADOW_COORDS(7) #if defined(VERTEXLIGHT_ON) - float3 vertexLightColor : TEXCOORD7; + float3 vertexLightColor : TEXCOORD8; #endif #if defined(SSR_ENABLED) - float4 screenPos : TEXCOORD8; + float4 screenPos : TEXCOORD9; #endif UNITY_VERTEX_OUTPUT_STEREO |
