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{ |
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float2 uv : TEXCOORD0; |
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); |
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#ifdef _ADDITIONAL_LIGHTS |
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#endif |
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#ifdef _NORMALMAP |
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x |
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{ |
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inputData = (InputData)0; |
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#ifdef _ADDITIONAL_LIGHTS |
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#endif |
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#ifdef _NORMALMAP |
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half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w); |
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#endif |
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#endif |
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#if _ADDITIONAL_LIGHTS |
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#endif |
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return o; |
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} |
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