#ifndef __INTERPOLATORS_INC #define __INTERPOLATORS_INC #include "AutoLight.cginc" #if defined(_OUTLINE_INTERPOLATORS) struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; float2 uv2 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) float2 lmuv : TEXCOORD2; #endif float3 worldPos : TEXCOORD3; float3 normal : TEXCOORD4; float3 objPos : TEXCOORD5; #if defined(SSR_ENABLED) float4 screenPos : TEXCOORD6; #endif UNITY_VERTEX_OUTPUT_STEREO }; #else struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; float2 uv2 : TEXCOORD1; float3 normal : NORMAL; float4 tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) float2 lmuv : TEXCOORD2; #endif float3 normal : TEXCOORD3; float4 tangent : TEXCOORD4; float3 worldPos : TEXCOORD5; float3 objPos : TEXCOORD6; SHADOW_COORDS(7) #if defined(VERTEXLIGHT_ON) float3 vertexLightColor : TEXCOORD8; #endif #if defined(SSR_ENABLED) float4 screenPos : TEXCOORD9; #endif UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // __INTERPOLATORS_INC