#ifndef POI_VERT #define POI_VERT uint _VertexManipulationHeightUV; float _VertexUnwrap; v2f vert(appdata v) { UNITY_SETUP_INSTANCE_ID(v); v2f o; #ifdef _COLOROVERLAY_ON v.vertex.xyz = lerp(v.vertex.xyz, float3(v.uv0.x - .5, v.uv0.y - .5, 0), _VertexUnwrap); #endif applyLocalVertexTransformation(v.normal, v.tangent, v.vertex); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #ifdef _REQUIRE_UV2 //POI_MIRROR applyMirrorRenderVert(v.vertex); #endif TANGENT_SPACE_ROTATION; o.localPos = v.vertex; o.worldPos = mul(unity_ObjectToWorld, o.localPos); o.normal = UnityObjectToWorldNormal(v.normal); //o.localPos.x *= -1; //o.localPos.xz += sin(o.localPos.y * 100 + _Time.y * 5) * .0025; float2 uvToUse = 0; UNITY_BRANCH if (_VertexManipulationHeightUV == 0) { uvToUse = v.uv0.xy; } UNITY_BRANCH if(_VertexManipulationHeightUV == 1) { uvToUse = v.uv1.xy; } UNITY_BRANCH if(_VertexManipulationHeightUV == 2) { uvToUse = v.uv2.xy; } UNITY_BRANCH if(_VertexManipulationHeightUV == 3) { uvToUse = v.uv3.xy; } applyWorldVertexTransformation(o.worldPos, o.localPos, o.normal, uvToUse); applyVertexGlitching(o.worldPos, o.localPos); applySpawnInVert(o.worldPos, o.localPos, v.uv0.xy); applyVertexRounding(o.worldPos, o.localPos); o.pos = UnityObjectToClipPos(o.localPos); o.grabPos = ComputeGrabScreenPos(o.pos); o.uv0.xy = v.uv0.xy; o.uv0.zw = v.uv1.xy; o.uv1.xy = v.uv2.xy; o.uv1.zw = v.uv3.xy; o.vertexColor = v.color; o.modelPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); o.tangent = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); #ifdef POI_BULGE bulgyWolgy(o); #endif #if defined(GRAIN) o.screenPos = ComputeScreenPos(o.pos); #endif o.angleAlpha = 1; #ifdef _SUNDISK_NONE //POI_RANDOM o.angleAlpha = ApplyAngleBasedRendering(o.modelPos, o.worldPos); #endif #if defined(LIGHTMAP_ON) o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #ifdef DYNAMICLIGHTMAP_ON o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif UNITY_TRANSFER_SHADOW(o, o.uv0.xy); UNITY_TRANSFER_FOG(o, o.pos); #if defined(_PARALLAXMAP) // POI_PARALLAX v.tangent.xyz = normalize(v.tangent.xyz); v.normal = normalize(v.normal); float3x3 objectToTangent = float3x3( v.tangent.xyz, cross(v.normal, v.tangent.xyz) * v.tangent.w, v.normal ); o.tangentViewDir = mul(objectToTangent, ObjSpaceViewDir(v.vertex)); #endif #ifdef POI_META_PASS o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); #endif return o; } #endif