fileFormatVersion: 2
guid: e185fecca3c73cd47a09f1092663ef32
timeCreated: 1483606455
timeCreated: 1484329328
licenseType: Pro
NativeFormatImporter:
userData:
float2(0.0, 0.0),
#endif
input.positionWS,
#ifdef VARYINGS_DS_NEED_NORMAL
#else
float3(0.0, 0.0, 1.0),
layerTexCoord);
// TODO: For now just use Layer0, but we are suppose to apply the same heightmap blending than in the pixel shader
#error SHADERPASS_is_not_correctly_define
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
#include "VertMesh.hlsl"
// Available semantic start from TEXCOORD4
struct AttributesPass
// We will use custom attributes for this pass
#define VARYINGS_NEED_PASS
PackedVaryingsType Vert(AttributesMesh inputMesh,
AttributesPass inputPass)
};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsDS input)
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input)
PackedVaryingsMeshToDS output;
VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input)
VaryingsDS output;
VaryingsMeshToDS output;
output.positionWS = input.interpolators0;
struct PackedVaryingsToDS
PackedVaryingsDS vmesh;
PackedVaryingsToDS vmesh;
PackedVaryingsPassDS vpass;
PackedVaryingsPassToDS vpass;