// UNITY_SHADER_NO_UPGRADE #ifndef MMD4MECANIM_MMDLIT_COMPATIBLE_INCLUDED #define MMD4MECANIM_MMDLIT_COMPATIBLE_INCLUDED #if UNITY_VERSION >= 540 #define _UNITY_OBJECT_TO_WORLD unity_ObjectToWorld #else #define _UNITY_OBJECT_TO_WORLD _Object2World #endif #if UNITY_VERSION >= 560 #define _UNITY_SHADOW_ATTENUATION UNITY_SHADOW_ATTENUATION #else #define _UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) #endif #if UNITY_VERSION >= 550 #define _UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID #else #define _UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_INSTANCE_ID #endif #if UNITY_VERSION >= 540 #define _UnityObjectToClipPos(V_) UnityObjectToClipPos(V_) #define _UnityObjectToViewPos(V_) UnityObjectToViewPos(V_) #else #define _UnityObjectToClipPos(V_) mul(UNITY_MATRIX_MVP, V_) #define _UnityObjectToViewPos(V_) mul(UNITY_MATRIX_MV, float4((float3)V_, 1.0)).xyz #endif #if UNITY_VERSION >= 540 #ifdef UNITY_USE_PREMULTIPLIED_MATRICES inline float4x4 MMDLit_GetMatrixMV() { return UNITY_MATRIX_MV; } #else inline float4x4 MMDLit_GetMatrixMV() { return mul(UNITY_MATRIX_V, _UNITY_OBJECT_TO_WORLD); } #endif #else inline float4x4 MMDLit_GetMatrixMV() { return UNITY_MATRIX_MV; } #endif #endif