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4 years ago
#ifndef GPU_INSTANCER_STANDARD_SHADOW_INCLUDED
#define GPU_INSTANCER_STANDARD_SHADOW_INCLUDED
void vertShadowCasterGPUI (appdata_full v
, out float4 opos : SV_POSITION
#ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT
, out VertexOutputShadowCaster o
#endif
#ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT
, out VertexOutputStereoShadowCaster os
#endif
)
{
UNITY_SETUP_INSTANCE_ID(v);
GPUI_CROWD_VERTEX(v);
#ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(os);
#endif
TRANSFER_SHADOW_CASTER_NOPOS(o, opos);
#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
o.tex = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;
o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
#endif
#endif
}
#endif