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#pragma vertex Vert |
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#pragma fragment Frag |
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#pragma multi_compile _ ATMOSPHERICS_OCCLUSION_FULLSKY |
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#pragma multi_compile _ ATMOSPHERICS_OCCLUSION_FULLSKY |
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#ifndef PERFORM_SKY_OCCLUSION_TEST |
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#define IS_RENDERING_SKY |
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#endif |
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#define IS_RENDERING_SKY |
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#include "AtmosphericScattering.hlsl" |
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TEXTURECUBE(_Cubemap); |
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{ |
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// TODO: implement SV_vertexID full screen quad |
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Varyings output; |
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output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE |
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, 1.0); |
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output.eyeVector = input.eyeVector; |
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output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); |
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output.eyeVector = input.eyeVector; |
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return output; |
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} |
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