317 lines
16 KiB
GLSL
317 lines
16 KiB
GLSL
Shader "Ciconia Studio/CS_Standard/Builtin/Lite/Standard (Specular setup)/Cutout"
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{
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Properties
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{
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[Space(35)][Header(Surface Options )]
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[Space(15)][Enum(Off,2,On,0)] _Cull("Double Sided", Float) = 0 //"Back"
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[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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[Space(35)][Header(Main Properties )][Space(15)]_GlobalXYTilingXYZWOffsetXY("Global --> XY(TilingXY) - ZW(OffsetXY)", Vector) = (1,1,0,0)
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_Color("Color", Color) = (1,1,1,0)
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[Toggle]_InvertABaseColor("Invert Alpha", Float) = 0
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_MainTex("Base Color", 2D) = "white" {}
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_Saturation("Saturation", Float) = 0
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_Brightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)]_BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Intensity", Float) = 0.3
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[Space(35)]_SpecularColor("Specular Color", Color) = (1,1,1,0)
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_SpecGlossMap("Specular Map -->(Smoothness A)", 2D) = "white" {}
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_SpecularIntensity("Specular Intensity", Range( 0 , 2)) = 0.2
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_Glossiness("Smoothness", Range( 0 , 2)) = 0.5
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[Space(10)][KeywordEnum(SpecularAlpha,BaseColorAlpha)] _Source("Source", Float) = 0
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[Space(35)]_ParallaxMap("Height Map", 2D) = "white" {}
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_Parallax("Height Scale", Range( -0.1 , 0.1)) = 0
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[Space(35)]_OcclusionMap("Ambient Occlusion Map", 2D) = "white" {}
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_AoIntensity("Ao Intensity", Range( 0 , 2)) = 1
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[HDR][Space(45)]_EmissionColor("Emission Color", Color) = (0,0,0,0)
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_EmissionMap("Emission Map", 2D) = "white" {}
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_EmissionIntensity("Intensity", Range( 0 , 2)) = 1
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[Space(35)][Header(Mask Properties)][Toggle]_EnableDetailMask("Enable", Float) = 0
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[Space(15)][Toggle]_VisualizeMask("Visualize Mask", Float) = 0
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[Toggle]_SourceMask("Source - Use BaseColorAlpha", Float) = 0
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[Space(15)][Toggle]_InvertMask("Invert Mask", Float) = 0
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_DetailMask("Detail Mask", 2D) = "black" {}
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_IntensityMask("Intensity", Range( 0 , 1)) = 1
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[Space(15)]_ContrastDetailMap("Contrast", Float) = 0
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_SpreadDetailMap("Spread", Float) = 0
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[Space(35)][Header(Detail Properties)][Space(15)]_DetailColor("Color -->(Smoothness Intensity A)", Color) = (1,1,1,0)
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_DetailAlbedoMap("Base Color -->(Smoothness A)", 2D) = "white" {}
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_DetailSaturation("Saturation", Float) = 0
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_DetailBrightness("Brightness", Range( 1 , 8)) = 1
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[Space(35)][Toggle]_BlendMainNormal("Blend Main Normal", Float) = 1
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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_DetailNormalMapScale("Scale", Float) = 0.3
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[Space(35)][Header(Cutout Properties)][Space(15)][Toggle]_InvertCutout("Invert ", Float) = 0
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[Toggle]_UseBaseColorAlpha("Use BaseColor Alpha", Float) = 0
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_CutoutMap("Cutout Mask", 2D) = "white" {}
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[Space(10)]_IntensityCutoutMap("Alpha Cutoff", Range( 0 , 1)) = 0.5
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" "IsEmissive" = "true" }
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Cull[_Cull]
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ZWrite[_ZWrite]
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ZTest [_ZTest]
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma shader_feature_local _SOURCE_SPECULARALPHA _SOURCE_BASECOLORALPHA
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 viewDir;
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INTERNAL_DATA
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half ASEVFace : VFACE;
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};
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uniform float _BlendMainNormal;
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uniform sampler2D _BumpMap;
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uniform float4 _BumpMap_ST;
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uniform float4 _GlobalXYTilingXYZWOffsetXY;
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uniform sampler2D _ParallaxMap;
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uniform float4 _ParallaxMap_ST;
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uniform float _Parallax;
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uniform float _BumpScale;
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uniform sampler2D _DetailNormalMap;
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uniform float4 _DetailNormalMap_ST;
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uniform float _DetailNormalMapScale;
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uniform float _EnableDetailMask;
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uniform float _ContrastDetailMap;
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uniform float _SourceMask;
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uniform float _InvertMask;
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uniform sampler2D _DetailMask;
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uniform float4 _DetailMask_ST;
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uniform float _InvertABaseColor;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _SpreadDetailMap;
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uniform float _IntensityMask;
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uniform float _VisualizeMask;
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uniform float _Brightness;
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uniform float4 _Color;
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uniform float _Saturation;
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uniform float _DetailBrightness;
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uniform float4 _DetailColor;
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uniform sampler2D _DetailAlbedoMap;
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uniform float4 _DetailAlbedoMap_ST;
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uniform float _DetailSaturation;
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uniform float4 _EmissionColor;
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uniform sampler2D _EmissionMap;
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uniform float4 _EmissionMap_ST;
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uniform float _EmissionIntensity;
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uniform float4 _SpecularColor;
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uniform sampler2D _SpecGlossMap;
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uniform float4 _SpecGlossMap_ST;
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uniform float _SpecularIntensity;
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uniform float _Glossiness;
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uniform sampler2D _OcclusionMap;
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uniform float4 _OcclusionMap_ST;
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uniform float _AoIntensity;
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uniform float _InvertCutout;
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uniform float _UseBaseColorAlpha;
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uniform sampler2D _CutoutMap;
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uniform float4 _CutoutMap_ST;
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uniform float _IntensityCutoutMap;
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float4 CalculateContrast( float contrastValue, float4 colorTarget )
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{
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float t = 0.5 * ( 1.0 - contrastValue );
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return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
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}
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv_BumpMap = i.uv_texcoord * _BumpMap_ST.xy + _BumpMap_ST.zw;
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float2 break26_g500 = uv_BumpMap;
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float GlobalTilingX11 = ( _GlobalXYTilingXYZWOffsetXY.x - 1.0 );
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float GlobalTilingY8 = ( _GlobalXYTilingXYZWOffsetXY.y - 1.0 );
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float2 appendResult14_g500 = (float2(( break26_g500.x * GlobalTilingX11 ) , ( break26_g500.y * GlobalTilingY8 )));
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float GlobalOffsetX10 = _GlobalXYTilingXYZWOffsetXY.z;
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float GlobalOffsetY9 = _GlobalXYTilingXYZWOffsetXY.w;
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float2 appendResult13_g500 = (float2(( break26_g500.x + GlobalOffsetX10 ) , ( break26_g500.y + GlobalOffsetY9 )));
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float2 uv_ParallaxMap = i.uv_texcoord * _ParallaxMap_ST.xy + _ParallaxMap_ST.zw;
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float2 break26_g490 = uv_ParallaxMap;
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float2 appendResult14_g490 = (float2(( break26_g490.x * GlobalTilingX11 ) , ( break26_g490.y * GlobalTilingY8 )));
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float2 appendResult13_g490 = (float2(( break26_g490.x + GlobalOffsetX10 ) , ( break26_g490.y + GlobalOffsetY9 )));
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float4 temp_cast_0 = (tex2D( _ParallaxMap, ( appendResult14_g490 + appendResult13_g490 ) ).g).xxxx;
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float2 paralaxOffset36_g489 = ParallaxOffset( temp_cast_0.x , _Parallax , i.viewDir );
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float2 switchResult47_g489 = (((i.ASEVFace>0)?(paralaxOffset36_g489):(0.0)));
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float2 Parallaxe380 = switchResult47_g489;
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float3 temp_output_356_0 = UnpackScaleNormal( tex2D( _BumpMap, ( ( appendResult14_g500 + appendResult13_g500 ) + Parallaxe380 ) ), _BumpScale );
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float2 uv_DetailNormalMap = i.uv_texcoord * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
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float3 NormalDetail155 = UnpackScaleNormal( tex2D( _DetailNormalMap, uv_DetailNormalMap ), _DetailNormalMapScale );
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float4 temp_cast_2 = (0.0).xxxx;
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float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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float4 tex2DNode27_g496 = tex2D( _DetailMask, uv_DetailMask );
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 break26_g495 = uv_MainTex;
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float2 appendResult14_g495 = (float2(( break26_g495.x * GlobalTilingX11 ) , ( break26_g495.y * GlobalTilingY8 )));
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float2 appendResult13_g495 = (float2(( break26_g495.x + GlobalOffsetX10 ) , ( break26_g495.y + GlobalOffsetY9 )));
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float4 tex2DNode7_g494 = tex2D( _MainTex, ( ( appendResult14_g495 + appendResult13_g495 ) + Parallaxe380 ) );
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float BaseColorAlpha46 = (( _InvertABaseColor )?( ( 1.0 - tex2DNode7_g494.a ) ):( tex2DNode7_g494.a ));
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float4 clampResult38_g496 = clamp( ( CalculateContrast(( _ContrastDetailMap + 1.0 ),(( _SourceMask )?( ( (( _InvertMask )?( ( 1.0 - tex2DNode27_g496 ) ):( tex2DNode27_g496 )) + BaseColorAlpha46 ) ):( (( _InvertMask )?( ( 1.0 - tex2DNode27_g496 ) ):( tex2DNode27_g496 )) ))) + -_SpreadDetailMap ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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float4 Mask158 = (( _EnableDetailMask )?( ( clampResult38_g496 * _IntensityMask ) ):( temp_cast_2 ));
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float3 lerpResult137 = lerp( temp_output_356_0 , NormalDetail155 , Mask158.rgb);
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float3 lerpResult205 = lerp( temp_output_356_0 , BlendNormals( temp_output_356_0 , NormalDetail155 ) , Mask158.rgb);
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float3 Normal27 = (( _BlendMainNormal )?( lerpResult205 ):( lerpResult137 ));
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o.Normal = Normal27;
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float clampResult27_g494 = clamp( _Saturation , -1.0 , 100.0 );
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float3 desaturateInitialColor29_g494 = ( _Color * tex2DNode7_g494 ).rgb;
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float desaturateDot29_g494 = dot( desaturateInitialColor29_g494, float3( 0.299, 0.587, 0.114 ));
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float3 desaturateVar29_g494 = lerp( desaturateInitialColor29_g494, desaturateDot29_g494.xxx, -clampResult27_g494 );
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float4 temp_output_355_0 = CalculateContrast(_Brightness,float4( desaturateVar29_g494 , 0.0 ));
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float2 uv_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
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float4 tex2DNode7_g498 = tex2D( _DetailAlbedoMap, uv_DetailAlbedoMap );
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float clampResult27_g498 = clamp( _DetailSaturation , -1.0 , 100.0 );
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float3 desaturateInitialColor29_g498 = ( _DetailColor * tex2DNode7_g498 ).rgb;
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float desaturateDot29_g498 = dot( desaturateInitialColor29_g498, float3( 0.299, 0.587, 0.114 ));
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float3 desaturateVar29_g498 = lerp( desaturateInitialColor29_g498, desaturateDot29_g498.xxx, -clampResult27_g498 );
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float4 AlbedoDetail153 = CalculateContrast(_DetailBrightness,float4( desaturateVar29_g498 , 0.0 ));
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float4 lerpResult365 = lerp( temp_output_355_0 , AlbedoDetail153 , Mask158);
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float4 blendOpSrc364 = temp_output_355_0;
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float4 blendOpDest364 = lerpResult365;
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float4 lerpBlendMode364 = lerp(blendOpDest364,(( blendOpDest364 > 0.5 ) ? ( 1.0 - 2.0 * ( 1.0 - blendOpDest364 ) * ( 1.0 - blendOpSrc364 ) ) : ( 2.0 * blendOpDest364 * blendOpSrc364 ) ),Mask158.r);
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float4 Albedo26 = (( _VisualizeMask )?( Mask158 ):( ( saturate( lerpBlendMode364 )) ));
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o.Albedo = Albedo26.rgb;
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float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
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float2 break26_g520 = uv_EmissionMap;
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float2 appendResult14_g520 = (float2(( break26_g520.x * GlobalTilingX11 ) , ( break26_g520.y * GlobalTilingY8 )));
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float2 appendResult13_g520 = (float2(( break26_g520.x + GlobalOffsetX10 ) , ( break26_g520.y + GlobalOffsetY9 )));
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float4 Emission110 = ( _EmissionColor * tex2D( _EmissionMap, ( ( appendResult14_g520 + appendResult13_g520 ) + Parallaxe380 ) ) * _EmissionIntensity );
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o.Emission = Emission110.rgb;
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float2 uv_SpecGlossMap = i.uv_texcoord * _SpecGlossMap_ST.xy + _SpecGlossMap_ST.zw;
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float2 break26_g502 = uv_SpecGlossMap;
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float2 appendResult14_g502 = (float2(( break26_g502.x * GlobalTilingX11 ) , ( break26_g502.y * GlobalTilingY8 )));
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float2 appendResult13_g502 = (float2(( break26_g502.x + GlobalOffsetX10 ) , ( break26_g502.y + GlobalOffsetY9 )));
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float4 tex2DNode3_g501 = tex2D( _SpecGlossMap, ( ( appendResult14_g502 + appendResult13_g502 ) + Parallaxe380 ) );
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float4 Specular41 = ( _SpecularColor * tex2DNode3_g501 * _SpecularIntensity );
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o.Specular = Specular41.rgb;
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#if defined(_SOURCE_SPECULARALPHA)
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float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
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#elif defined(_SOURCE_BASECOLORALPHA)
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float staticSwitch31_g501 = ( _Glossiness * BaseColorAlpha46 );
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#else
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float staticSwitch31_g501 = ( tex2DNode3_g501.a * _Glossiness );
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#endif
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float DetailBaseColorAlpha170 = ( _DetailColor.a * tex2DNode7_g498.a );
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float lerpResult387 = lerp( staticSwitch31_g501 , DetailBaseColorAlpha170 , Mask158.r);
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float Smoothness40 = lerpResult387;
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o.Smoothness = Smoothness40;
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float2 uv_OcclusionMap = i.uv_texcoord * _OcclusionMap_ST.xy + _OcclusionMap_ST.zw;
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float2 break26_g518 = uv_OcclusionMap;
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float2 appendResult14_g518 = (float2(( break26_g518.x * GlobalTilingX11 ) , ( break26_g518.y * GlobalTilingY8 )));
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float2 appendResult13_g518 = (float2(( break26_g518.x + GlobalOffsetX10 ) , ( break26_g518.y + GlobalOffsetY9 )));
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float blendOpSrc2_g517 = tex2D( _OcclusionMap, ( ( appendResult14_g518 + appendResult13_g518 ) + Parallaxe380 ) ).r;
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float blendOpDest2_g517 = ( 1.0 - _AoIntensity );
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float AmbientOcclusion94 = ( saturate( ( 1.0 - ( 1.0 - blendOpSrc2_g517 ) * ( 1.0 - blendOpDest2_g517 ) ) ));
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o.Occlusion = AmbientOcclusion94;
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o.Alpha = 1;
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float2 uv_CutoutMap = i.uv_texcoord * _CutoutMap_ST.xy + _CutoutMap_ST.zw;
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float4 tex2DNode8_g516 = tex2D( _CutoutMap, uv_CutoutMap );
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float4 temp_cast_14 = (BaseColorAlpha46).xxxx;
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float4 temp_cast_15 = (BaseColorAlpha46).xxxx;
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float4 clampResult24_g516 = clamp( (( _InvertCutout )?( ( 1.0 - (( _UseBaseColorAlpha )?( temp_cast_15 ):( tex2DNode8_g516 )) ) ):( (( _UseBaseColorAlpha )?( temp_cast_14 ):( tex2DNode8_g516 )) )) , float4( 0,0,0,0 ) , float4( 1,0,0,0 ) );
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float4 Cutout370 = clampResult24_g516;
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clip( Cutout370.r - _IntensityCutoutMap );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardSpecular keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandardSpecular o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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} |