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} |
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#ifdef REGULAR_FORWARD |
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#include "RegularForwardLightingTemplate.hlsl" |
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#include "RegularForwardReflectionTemplate.hlsl" |
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#else |
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#endif |
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half4 fragForward(VertexOutputForwardNew i) : SV_Target |
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uint numLightsProcessed = 0, numReflectionsProcessed = 0; |
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float3 res = 0; |
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res += ExecuteLightListTiled(numLightsProcessed, pixCoord, vP, vPw, Vworld); |
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res += ExecuteReflectionListTiled(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness); |
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res += ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); |
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res += ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness); |
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// don't really have a handle on this yet |
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//UnityLight mainLight = MainLight (); |
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