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HLSLINCLUDE |
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#pragma prefer_hlslcc gles |
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//Keep compiler quiet about Shadows.hlsl. |
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//Keep compiler quiet about Shadows.hlsl. |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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#include "CoreRP/ShaderLibrary/EntityLighting.hlsl" |
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#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl" |
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SCREENSPACE_TEXTURE(_CameraDepthTexture); |
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
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TEXTURE2D_ARRAY(_CameraDepthTexture); |
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#else |
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TEXTURE2D(_CameraDepthTexture); |
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#endif // defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
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SAMPLER(sampler_CameraDepthTexture); |
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struct VertexInput |
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