#ifndef POI_BACKFACE #define POI_BACKFACE float _BackFaceEnabled; float _BackFaceTextureUV; float _BackFaceDetailIntensity; float _BackFaceEmissionStrength; float2 _BackFacePanning; float _BackFaceHueShift; float4 _BackFaceColor; float _BackFaceReplaceAlpha; #if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED) UNITY_DECLARE_TEX2D_NOSAMPLER(_BackFaceTexture); float4 _BackFaceTexture_ST; #endif float3 BackFaceColor; void applyBackFaceTexture(inout float backFaceDetailIntensity, inout float mixedHueShift, inout float4 albedo, inout float3 backFaceEmission) { backFaceEmission = 0; BackFaceColor = 0; if ((0.0 /*_BackFaceEnabled*/)) { if (!poiMesh.isFrontFace) { #if defined(PROP_BACKFACETEXTURE) || !defined(OPTIMIZER_ENABLED) float4 backFaceTex = POI2D_SAMPLER_PAN(_BackFaceTexture, _MainTex, poiMesh.uv[(0.0 /*_BackFaceTextureUV*/)], float4(0,0,0,0)) * float4(1,1,1,1); #else float4 backFaceTex = float4(1,1,1,1); #endif albedo.rgb = backFaceTex.rgb; if ((0.0 /*_BackFaceReplaceAlpha*/)) { albedo.a = backFaceTex.a; } backFaceDetailIntensity = (1.0 /*_BackFaceDetailIntensity*/); BackFaceColor = albedo.rgb; mixedHueShift = (0.0 /*_BackFaceHueShift*/); backFaceEmission = BackFaceColor * (0.0 /*_BackFaceEmissionStrength*/); } } } #endif