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-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/Amplify/AmplifyTest.mat87
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader223
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Contribution.asset46
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Simple.shader91
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface.shader87
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface_v2.shader136
6 files changed, 0 insertions, 670 deletions
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/AmplifyTest.mat b/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/AmplifyTest.mat
deleted file mode 100644
index 6ba2676..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/AmplifyTest.mat
+++ /dev/null
@@ -1,87 +0,0 @@
-%YAML 1.1
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-Material:
- serializedVersion: 6
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
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diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader b/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader
deleted file mode 100644
index 08e2152..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Amplify.shader
+++ /dev/null
@@ -1,223 +0,0 @@
-// Made with Amplify Shader Editor
-// Available at the Unity Asset Store - http://u3d.as/y3X
-Shader "LTCGI_Amplify"
-{
- Properties
- {
- _MainTex("MainTex", 2D) = "white" {}
- [Normal]_BumpMap("BumpMap", 2D) = "bump" {}
- _Smoothness("Smoothness", Range( 0 , 1)) = 0.5
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] _texcoord2( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "LTCGI"="ALWAYS" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "UnityShaderVariables.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #include "Assets/_pi_/_LTCGI/Shaders/LTCGI.cginc"
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- float2 uv2_texcoord2;
- };
-
- struct SurfaceOutputCustomLightingCustom
- {
- half3 Albedo;
- half3 Normal;
- half3 Emission;
- half Metallic;
- half Smoothness;
- half Occlusion;
- half Alpha;
- Input SurfInput;
- UnityGIInput GIData;
- };
-
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform sampler2D _BumpMap;
- uniform float4 _BumpMap_ST;
- uniform float _Smoothness;
-
- inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
- {
- UnityGIInput data = s.GIData;
- Input i = s.SurfInput;
- half4 c = 0;
- float localLTCGI15_g1 = ( 0.0 );
- float3 ase_worldPos = i.worldPos;
- float3 worldPos15_g1 = ase_worldPos;
- float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
- float3 normalizeResult9_g1 = normalize( (WorldNormalVector( i , UnpackNormal( tex2D( _BumpMap, uv_BumpMap ) ) )) );
- float3 worldNorm15_g1 = normalizeResult9_g1;
- float3 normalizeResult12_g1 = normalize( ( _WorldSpaceCameraPos - ase_worldPos ) );
- float3 cameraDir15_g1 = normalizeResult12_g1;
- float roughness15_g1 = ( 1.0 - _Smoothness );
- float2 lightmapUV15_g1 = i.uv2_texcoord2;
- float3 diffuse15_g1 = float3( 0,0,0 );
- float3 specular15_g1 = float3( 0,0,0 );
- float specularIntensity15_g1 = 0;
- {
- LTCGI_Contribution(worldPos15_g1, worldNorm15_g1, cameraDir15_g1, roughness15_g1, lightmapUV15_g1, diffuse15_g1, specular15_g1, specularIntensity15_g1);
- }
- c.rgb = ( ( diffuse15_g1 * 0.05 ) + ( specular15_g1 * 1.0 ) );
- c.a = 1;
- return c;
- }
-
- inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
- {
- s.GIData = data;
- }
-
- void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
- {
- o.SurfInput = i;
- o.Normal = float3(0,0,1);
- float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- o.Albedo = tex2D( _MainTex, uv_MainTex ).rgb;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardCustomLighting keepalpha fullforwardshadows
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float4 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- o.customPack1.zw = customInputData.uv2_texcoord2;
- o.customPack1.zw = v.texcoord1;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- half4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- surfIN.uv2_texcoord2 = IN.customPack1.zw;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputCustomLightingCustom o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
-}
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diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Contribution.asset b/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Contribution.asset
deleted file mode 100644
index 307676a..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/Amplify/LTCGI_Contribution.asset
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- m_functionName:
- m_description: LTCGI custom contribution function. Make sure to add the custom
- Include and Tag directives!
- m_additionalIncludes:
- m_additionalIncludes: []
- m_outsideIncludes: []
- m_additionalPragmas:
- m_additionalPragmas: []
- m_outsidePragmas: []
- m_additionalDirectives:
- m_validData: 0
- m_isDirty: 1
- m_moduleName: ' Additional Directives'
- m_independentModule: 1
- m_customEdited: 0
- m_additionalDirectives: []
- m_shaderFunctionDirectives: []
- m_nativeDirectives: []
- m_nativeDirectivesIndex: -1
- m_nativeDirectivesFoldout: 0
- m_directivesSaveItems: []
- m_nodeCategory: 3
- m_customNodeCategory:
- m_previewPosition: 0
- m_hidden: 0
- m_url: https://github.com/PiMaker/ltcgi/wiki#amplify
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Simple.shader b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Simple.shader
deleted file mode 100644
index 512ca47..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Simple.shader
+++ /dev/null
@@ -1,91 +0,0 @@
-Shader "LTCGI/Simple"
-{
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
-
- _Roughness ("Roughness", Range(0.0, 1.0)) = 0.5
-
- //[ToggleUI] _Debug ("Debug Param, does whatever it wants", float) = 0.0
- }
- SubShader
- {
- // "LTCGI" tag defines that any renderer with this material will
- // receive data from the LTCGI editor and Udon scripts.
- // Can be either "ALWAYS" or the name of a float ("ToggleUI")
- // property on which input will depends.
- Tags { "RenderType"="Opaque" "LTCGI"="ALWAYS" }
- LOD 100
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
-
- //#define LTCGI_SPECULAR_OFF
-
- #include "UnityCG.cginc"
- #include "LTCGI.cginc"
-
- struct v2f
- {
- float4 uv : TEXCOORD0;
- float3 worldPos : TEXCOORD1;
- float3 worldNorm : TEXCOORD2;
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- float4 _Color;
- float _Roughness;
-
- v2f vert (appdata_full v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
- o.worldNorm = mul(unity_ObjectToWorld, float4(v.normal.xyz, 0.0)).xyz;
- o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uv.zw = v.texcoord1;
- return o;
- }
-
- float3 get_camera_pos() {
- float3 worldCam;
- worldCam.x = unity_CameraToWorld[0][3];
- worldCam.y = unity_CameraToWorld[1][3];
- worldCam.z = unity_CameraToWorld[2][3];
- return worldCam;
- }
- static float3 camera_pos = get_camera_pos();
-
- half4 frag (v2f i) : SV_Target
- {
- //return half4(tex2Dlod(_LTCGI_mat, float4(i.uv, 0, 0)).rgb, 1);
-
- half4 col = tex2D(_MainTex, i.uv) * _Color;
- half3 diff = 0;
- half3 spec = 0;
-
- LTCGI_Contribution(
- i.worldPos,
- normalize(i.worldNorm),
- normalize(camera_pos - i.worldPos),
- _Roughness,
- i.uv.zw,
- diff,
- spec
- );
- col.rgb *= saturate(diff + 0.1);
- col.rgb += spec;
- return col;
- }
- ENDCG
- }
- }
-}
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface.shader b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface.shader
deleted file mode 100644
index b4ee68e..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface.shader
+++ /dev/null
@@ -1,87 +0,0 @@
-Shader "LTCGI/Surface"
-{
- Properties
- {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- [HideInInspector] _LightMap ("(for surface ST only)", 2D) = "white" {}
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _Metallic ("Metallic", Range(0,1)) = 0.0
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _GlossinessMap ("Smoothness Map", 2D) = "white" {}
- [ToggleUI] _MapIsRoughness ("Invert Smoothness Map", Float) = 0.0
- [ToggleUI] _LTCGI ("LTCGI enabled", Float) = 1.0
- }
- SubShader
- {
- // The LTCGI tag can either be "ALWAYS" or specify a "Toggle"/"ToggleUI" property.
- // It is required so that renderers using this material will be updated by the controller.
- Tags { "RenderType"="Opaque" "LTCGI"="_LTCGI" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
- #pragma target 3.0
-
- #include "LTCGI.cginc"
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _GlossinessMap;
-
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float2 uv2_LightMap;
- float3 worldPos;
- float3 worldNormal; INTERNAL_DATA
- };
-
- half _Glossiness;
- float _MapIsRoughness;
- half _Metallic;
- fixed4 _Color;
- float _LTCGI;
-
- float3 get_camera_pos() {
- float3 worldCam;
- worldCam.x = unity_CameraToWorld[0][3];
- worldCam.y = unity_CameraToWorld[1][3];
- worldCam.z = unity_CameraToWorld[2][3];
- return worldCam;
- }
-
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = c.rgb;
- o.Metallic = _Metallic;
- o.Smoothness = tex2D (_GlossinessMap, IN.uv_MainTex);
- if (_MapIsRoughness)
- o.Smoothness = 1 - o.Smoothness;
- o.Smoothness *= _Glossiness;
- o.Alpha = c.a;
-
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
-
- if (_LTCGI) {
- float3 normal = WorldNormalVector(IN, o.Normal);
- float3 spec = 0, diff = 0;
- LTCGI_Contribution(
- IN.worldPos,
- normalize(normal),
- normalize(get_camera_pos() - IN.worldPos),
- 1 - o.Smoothness,
- IN.uv2_LightMap,
- diff,
- spec
- );
- o.Emission += spec;
- o.Emission += diff * c;
- }
- }
- ENDCG
- }
- FallBack "Diffuse"
-}
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface_v2.shader b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface_v2.shader
deleted file mode 100644
index 2cba27b..0000000
--- a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_Surface_v2.shader
+++ /dev/null
@@ -1,136 +0,0 @@
-Shader "LTCGI/Surface (APIv2)"
-{
- Properties
- {
- _Color ("Color", Color) = (1,1,1,1)
- _MainTex ("Albedo (RGB)", 2D) = "white" {}
- [HideInInspector] _LightMap ("(for surface ST only)", 2D) = "white" {}
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _Metallic ("Metallic", Range(0,1)) = 0.0
- _Glossiness ("Smoothness", Range(0,1)) = 0.5
- _GlossinessMap ("Smoothness Map", 2D) = "white" {}
- [ToggleUI] _MapIsRoughness ("Invert Smoothness Map", Float) = 0.0
-
- [ToggleUI] _LTCGI ("LTCGI enabled", Float) = 1.0
- _LTCGI_DiffuseColor ("LTCGI Diffuse Color", Color) = (1,1,1,1)
- _LTCGI_SpecularColor ("LTCGI Specular Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- // The LTCGI tag can either be "ALWAYS" or specify a "Toggle"/"ToggleUI" property.
- // It is required so that renderers using this material will be updated by the controller.
- Tags { "RenderType"="Opaque" "LTCGI"="_LTCGI" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Standard fullforwardshadows
- #pragma target 3.0
-
- // This shader demonstrates how to use the APIv2 LTCGI functionality, which has access to per-light callbacks
-
- // preamble: include this first to get access to required types
- #include "Packages/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc"
-
- // then define the accumulator type and callback functions (can forward-declare functions to keep things tidy)
- // note the function signatures, especially that the accumulator is "inout" so it will keep modifications between calls
- struct accumulator_struct {
- // let your imagination run wild on what to accumulate here...
- float3 diffuse;
- float3 specular;
- };
- void callback_diffuse(inout accumulator_struct acc, in ltcgi_output output);
- void callback_specular(inout accumulator_struct acc, in ltcgi_output output);
-
- // tell LTCGI that we want the V2 API, and which constructs to use
- #define LTCGI_V2_CUSTOM_INPUT accumulator_struct
- #define LTCGI_V2_DIFFUSE_CALLBACK callback_diffuse
- #define LTCGI_V2_SPECULAR_CALLBACK callback_specular
-
- // then include this to finish the deal
- #include "Packages/at.pimaker.ltcgi/Shaders/LTCGI.cginc"
-
- // standard shader stuff follows...
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _GlossinessMap;
-
- struct Input
- {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float2 uv2_LightMap;
- float3 worldPos;
- float3 worldNormal; INTERNAL_DATA
- };
-
- half _Glossiness;
- float _MapIsRoughness;
- half _Metallic;
- half4 _Color;
- float _LTCGI;
- half4 _LTCGI_DiffuseColor;
- half4 _LTCGI_SpecularColor;
-
- float3 get_camera_pos() {
- float3 worldCam;
- worldCam.x = unity_CameraToWorld[0][3];
- worldCam.y = unity_CameraToWorld[1][3];
- worldCam.z = unity_CameraToWorld[2][3];
- return worldCam;
- }
-
- // now we declare LTCGI APIv2 functions for real
- void callback_diffuse(inout accumulator_struct acc, in ltcgi_output output) {
- // you can do whatever here! check out the ltcgi_output struct in
- // "LTCGI_structs.cginc" to see what data you have available
- acc.diffuse += output.intensity * output.color * _LTCGI_DiffuseColor;
- }
- void callback_specular(inout accumulator_struct acc, in ltcgi_output output) {
- // same here, this example one is pretty boring though.
- // you could accumulate intensity separately for example,
- // to emulate total{Specular,Diffuse}Intensity from APIv1
- acc.specular += output.intensity * output.color * _LTCGI_SpecularColor;
- }
-
- void surf (Input IN, inout SurfaceOutputStandard o)
- {
- // standard surface shader stuff again...
- fixed4 mainColor = tex2D (_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = mainColor.rgb;
- o.Metallic = _Metallic;
- o.Smoothness = tex2D (_GlossinessMap, IN.uv_MainTex);
- if (_MapIsRoughness)
- o.Smoothness = 1.0f - o.Smoothness;
- o.Smoothness *= _Glossiness;
- o.Alpha = mainColor.a;
-
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
- float3 worldSpaceNormal = normalize(WorldNormalVector(IN, o.Normal));
-
- if (_LTCGI) {
- // and lastly, here's how we call the APIv2 version of LTCGI:
-
- // first, we create the struct that'll be passed through
- accumulator_struct acc = (accumulator_struct)0;
-
- // then we make the LTCGI_Contribution call as usual, but with slightly different params
- LTCGI_Contribution(
- acc, // our accumulator
- IN.worldPos, // world position of the shaded point
- worldSpaceNormal, // world space normal
- normalize(get_camera_pos() - IN.worldPos), // view vector to shaded point, normalized
- 1.0f - o.Smoothness, // roughness
- IN.uv2_LightMap // shadowmap coordinates (the normal Unity ones, they should be in sync with LTCGI maps)
- );
-
- // after the call, our accumulator struct will have been modified by our callbacks
- // we can now use it to set the output color
- o.Emission += acc.specular;
- o.Emission += acc.diffuse * mainColor.rgb;
- }
- }
- ENDCG
- }
-
- FallBack "Diffuse"
-} \ No newline at end of file