#include "AutoLight.cginc" #include "feature_macros.cginc" #ifndef __INTERPOLATORS_INC #define __INTERPOLATORS_INC #if defined(_OUTLINE_INTERPOLATORS) struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; #if !defined(_OPTIMIZE_INTERPOLATORS) float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float2 uv3 : TEXCOORD3; float2 uv4 : TEXCOORD4; float2 uv5 : TEXCOORD5; float2 uv6 : TEXCOORD6; float2 uv7 : TEXCOORD7; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { linear noperspective centroid float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; #if !defined(_OPTIMIZE_INTERPOLATORS) float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; #if defined(LIGHTMAP_ON) UNITY_LIGHTING_COORDS(3, 4) #else float2 uv3 : TEXCOORD3; float2 uv4 : TEXCOORD4; float2 uv5 : TEXCOORD5; float2 uv6 : TEXCOORD6; float2 uv7 : TEXCOORD7; #endif #endif float2 fogCoord: TEXCOORD8; SHADOW_COORDS(9) float3 worldPos : TEXCOORD10; float3 normal : TEXCOORD11; float3 objPos : TEXCOORD12; float3 centerCamPos : TEXCOORD13; float2 screenPos : TEXCOORD14; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #else // _OUTLINE_INTERPOLATORS struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; #if !defined(_OPTIMIZE_INTERPOLATORS) float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float2 uv3 : TEXCOORD3; float2 uv4 : TEXCOORD4; float2 uv5 : TEXCOORD5; float2 uv6 : TEXCOORD6; float2 uv7 : TEXCOORD7; #endif float3 normal : NORMAL; float4 tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { linear noperspective centroid float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; #if !defined(_OPTIMIZE_INTERPOLATORS) float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; #if defined(LIGHTMAP_ON) UNITY_LIGHTING_COORDS(3, 4) #else float2 uv3 : TEXCOORD3; float2 uv4 : TEXCOORD4; float2 uv5 : TEXCOORD5; float2 uv6 : TEXCOORD6; float2 uv7 : TEXCOORD7; #endif #endif float2 fogCoord: TEXCOORD8; #if !defined(LIGHTMAP_ON) unityShadowCoord4 _ShadowCoord : TEXCOORD9; #endif float3 normal : TEXCOORD10; float4 tangent : TEXCOORD11; float3 worldPos : TEXCOORD12; float3 objPos : TEXCOORD13; float3 centerCamPos : TEXCOORD14; float2 screenPos : TEXCOORD15; #if defined(VERTEXLIGHT_ON) float3 vertexLightColor : TEXCOORD16; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // _OUTLINE_INTERPOLATORS #endif // __INTERPOLATORS_INC