res-avatar-unity/Assets/RalivDynamicPenetrationSystem/Plugins/Xiexes-Unity-Shaders-development/Main/CGIncludes/XSVert.cginc

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2023-07-16 02:51:23 +00:00
VertexOutput vert (VertexInput v)
{
VertexOutput o = (VertexOutput)0;
float3 wnormal = UnityObjectToWorldNormal(v.normal);
float3 tangent = UnityObjectToWorldDir(v.tangent.xyz);
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
float3 bitangent = cross(wnormal, tangent) * tangentSign;
#if defined(Geometry)
o.vertex = v.vertex;
#endif
o.pos = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.ntb[0] = wnormal;
o.ntb[1] = tangent;
o.ntb[2] = bitangent;
o.uv = v.uv;
o.uv1 = v.uv1;
o.color = float4(v.color.rgb, 0); // store if outline in alpha channel of vertex colors | 0 = not an outline
o.normal = v.normal;
o.screenPos = ComputeScreenPos(o.pos);
o.objPos = normalize(v.vertex);
#if !defined(UNITY_PASS_SHADOWCASTER)
UNITY_TRANSFER_SHADOW(o, o.uv);
UNITY_TRANSFER_FOG(o, o.pos);
#else
TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
#endif
return o;
}