32 lines
1,016 B
HLSL
32 lines
1,016 B
HLSL
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VertexOutput vert (VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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float3 wnormal = UnityObjectToWorldNormal(v.normal);
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float3 tangent = UnityObjectToWorldDir(v.tangent.xyz);
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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float3 bitangent = cross(wnormal, tangent) * tangentSign;
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#if defined(Geometry)
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o.vertex = v.vertex;
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#endif
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o.pos = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.ntb[0] = wnormal;
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o.ntb[1] = tangent;
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o.ntb[2] = bitangent;
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o.uv = v.uv;
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o.uv1 = v.uv1;
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o.color = float4(v.color.rgb, 0); // store if outline in alpha channel of vertex colors | 0 = not an outline
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o.normal = v.normal;
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o.screenPos = ComputeScreenPos(o.pos);
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o.objPos = normalize(v.vertex);
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#if !defined(UNITY_PASS_SHADOWCASTER)
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UNITY_TRANSFER_SHADOW(o, o.uv);
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UNITY_TRANSFER_FOG(o, o.pos);
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#else
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TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
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#endif
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return o;
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}
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