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