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{ |
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LightweightVertexOutput o = LitPassVertex(v); |
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float invNdotL = 1.0 - saturate(dot(_LightDirection, o.normal)); |
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float invNdotL = 1.0 - saturate(dot(_LightDirection, o.normal.xyz)); |
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o.posWSShininess.xyz = o.normal * scale.xxx + o.posWSShininess.xyz; |
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o.posWSShininess.xyz = o.normal.xyz * scale.xxx + o.posWSShininess.xyz; |
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float4 clipPos = TransformWorldToHClip(o.posWSShininess.xyz); |
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// _ShadowBias.x sign depens on if platform has reversed z buffer |
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