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- void InitializeInputData(Varyings input, bool frontFace, out InputData inputData)
- {
- inputData = (InputData)0;
-
- inputData.positionWS = input.positionWS;
-
- float signNormal = frontFace ? 1.0f : -1.0f;
- inputData.normalWS = signNormal * input.normalWS;
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
-
- float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, signNormal * input.normalWS);
-
- inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
-
- inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
-
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.staticLightmapUV;
- #else
- inputData.vertexSH = input.sh;
- #endif
-
- inputData.positionCS = input.positionCS;
- #endif
- }
-
- PackedVaryings vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- output = BuildVaryings(input);
- PackedVaryings packedOutput = (PackedVaryings)0;
- packedOutput = PackVaryings(output);
- return packedOutput;
- }
-
- void frag(
- PackedVaryings packedInput
- , out half4 outColor : SV_Target0
- , bool frontFace : FRONT_FACE_SEMANTIC
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
-
- )
- {
- Varyings unpacked = UnpackVaryings(packedInput);
- UNITY_SETUP_INSTANCE_ID(unpacked);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
- SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
-
- #if defined(_SURFACE_TYPE_TRANSPARENT)
- bool isTransparent = true;
- #else
- bool isTransparent = false;
- #endif
-
- #if defined(_ALPHATEST_ON)
- half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
- #elif defined(_SURFACE_TYPE_TRANSPARENT)
- half alpha = surfaceDescription.Alpha;
- #else
- half alpha = half(1.0);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
- LODFadeCrossFade(unpacked.positionCS);
- #endif
-
- InputData inputData;
- InitializeInputData(unpacked, frontFace, inputData);
-
- #ifdef VARYINGS_NEED_TEXCOORD0
- SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord0);
- #else
- SETUP_DEBUG_TEXTURE_DATA_NO_UV(inputData);
- #endif
- SixWaySurfaceData surfaceData;
- surfaceData.rightTopBack = surfaceDescription.RightTopBack * INV_PI;
- surfaceData.leftBottomFront = surfaceDescription.LeftBottomFront * INV_PI;
- surfaceData.emission = surfaceDescription.Emission;
- surfaceData.baseColor = surfaceDescription.BaseColor;
- surfaceData.occlusion = surfaceDescription.Occlusion;
- surfaceData.alpha = saturate(alpha);
- surfaceData.diffuseGIData0 = unpacked.diffuseGIData0;
- surfaceData.diffuseGIData1 = unpacked.diffuseGIData1;
- surfaceData.diffuseGIData2 = unpacked.diffuseGIData2;
- #if defined(_SIX_WAY_COLOR_ABSORPTION)
- surfaceData.absorptionRange = INV_PI + saturate(surfaceDescription.AbsorptionStrength) * (1 - INV_PI);
- #endif
-
-
- half4 color = UniversalFragmentSixWay(inputData, surfaceData);
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
-
- color.a = OutputAlpha(color.a, isTransparent);
-
- outColor = color;
-
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
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