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half fogFactor = IN.fogFactorAndVertexLight.x; |
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#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) |
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half4 specularGloss = SpecularGloss(uv, alpha); |
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half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); |
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return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha); |
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#else |
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return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha); |
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