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#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 ApplyPreVertexModification()
#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
#ifdef _DOUBLESIDED_ON
#define VARYINGS_NEED_CULLFACE
#endif
#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"