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// BEGIN LAYERED_PHOTOGRAMMETRY |
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#define FRAGMENT_SETUP(x) FragmentCommonData x = \ |
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FragmentSetupLayeredPhotogrammetry(i.pos, i.tex, float4(i.ambientOrLightmapUV.xy, i.texUV3), i.color, i.eyeVec, i.tangentToWorldAndPackedData, IN_WORLDPOS(i)); |
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FragmentSetupLayeredPhotogrammetry(i.pos, i.tex, float4(i.ambientOrLightmapUV.zw, i.texUV3), i.color, i.eyeVec, i.tangentToWorldAndPackedData, IN_WORLDPOS(i)); |
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// JIG CHECK |
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#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \ |
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ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb); |
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#endif |
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#ifdef DYNAMICLIGHTMAP_ON |
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//#ifdef DYNAMICLIGHTMAP_ON |
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#endif |
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//#endif |
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return ambientOrLightmapUV; |
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} |
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#elif UNITY_SHOULD_SAMPLE_SH |
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o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb); |
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#endif |
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#ifdef DYNAMICLIGHTMAP_ON |
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//#ifdef DYNAMICLIGHTMAP_ON |
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#endif |
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//#endif |
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#ifdef _PARALLAXMAP |
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TANGENT_SPACE_ROTATION; |
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