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float4 clipPosition = UnityObjectToClipPos(v.vertex); |
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#if _NORMALMAP |
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OutputTangentSpace(v.tangent, v.normal, o.tangent, o.binormal, o.normal); |
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OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal); |
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#else |
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o.normal = normalize(UnityObjectToWorldNormal(v.normal)); |
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#endif |
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