您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

35 行
1.2 KiB

#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
// Attributes
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TANGENT // will be filled by ApplyMeshModification()
#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#endif
// Varying - Use for pixel shader
// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
// With per-pixel normal enabled, tangent space is created in the pixel shader.
#undef ATTRIBUTES_NEED_NORMAL
#undef ATTRIBUTES_NEED_TANGENT
#undef VARYINGS_NEED_TANGENT_TO_WORLD
#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"