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struct VertexOutputForwardBase |
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{ |
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float4 pos : SV_POSITION; |
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UNITY_POSITION(pos); |
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float4 tex : TEXCOORD0; |
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half3 eyeVec : TEXCOORD1; |
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half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] |
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struct VertexOutputForwardAdd |
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{ |
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float4 pos : SV_POSITION; |
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UNITY_POSITION(pos); |
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float4 tex : TEXCOORD0; |
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half3 eyeVec : TEXCOORD1; |
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half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] |
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struct VertexOutputDeferred |
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{ |
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float4 pos : SV_POSITION; |
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UNITY_POSITION(pos); |
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float4 tex : TEXCOORD0; |
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half3 eyeVec : TEXCOORD1; |
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half4 tangentToWorldAndPackedData[3]: TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos] |
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