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float alpha3 = GetSurfaceData3(input, layerTexCoord, surfaceData3); |
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// Mask Values : Layer 1, 2, 3 are r, g, b |
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float3 maskValues = float3(0.0, 0.0, 0.0); |
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#if defined(_LAYER_MASK_MAP) |
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maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb; |
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#endif |
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float3 maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb; |
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maskValues = input.vertexColor.rgb; |
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#endif |
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#if defined(_LAYER_MASK_MAP) && defined(_LAYER_MASK_VERTEX_COLOR) |
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maskValues = input.vertexColor.rgb * SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb; |
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maskValues *= input.vertexColor.rgb; |
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#endif |
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float weights[_MAX_LAYER]; |
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GetBuiltinData(input, surfaceData, alpha, builtinData); |
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} |
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#endif // #ifndef LAYERED_LIT_SHADER |
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#endif // #ifndef LAYERED_LIT_SHADER |