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half4 fragParticleUnlit(VertexOutputLit IN) : SV_Target |
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{ |
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half4 albedo = readTexture(_MainTex, sampler_MainTex, IN); |
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half4 albedo = readTexture(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), IN); |
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albedo *= _Color; |
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fragColorMode(IN); |
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#if defined(_NORMALMAP) |
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float3 normal = normalize(UnpackNormalScale(readTexture(_BumpMap, sampler_BumpMap, IN), _BumpScale)); |
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float3 normal = normalize(UnpackNormalScale(readTexture(TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap), IN), _BumpScale)); |
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half3 emission = readTexture(_EmissionMap, sampler_EmissionMap, IN).rgb; |
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half3 emission = readTexture(TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap), IN).rgb; |
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#else |
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half3 emission = 0; |
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#endif |
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