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; }