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void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) |
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{ |
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
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LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade |
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#endif |
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ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal |
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LayerTexCoord layerTexCoord; |
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void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) |
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{ |
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
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LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade |
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#endif |
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ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal |
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LayerTexCoord layerTexCoord; |
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