53 lines
1.4 KiB
HLSL
53 lines
1.4 KiB
HLSL
// Not for redistribution without the author's express written permission
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "MMD4Mecanim-MMDLit-Lighting.cginc"
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#include "MMD4Mecanim-MMDLit-Surface-Lighting.cginc"
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#define INTERNAL_DATA
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#define WorldReflectionVector(data,normal) data.worldRefl
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#define WorldNormalVector(data,normal) normal
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struct v2f_surf {
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V2F_SHADOW_CASTER;
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float2 pack0 : TEXCOORD1;
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};
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v2f_surf vert_surf (appdata_full v) {
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v2f_surf o;
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o.pack0.xy = v.texcoord;
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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fixed4 frag_surf (v2f_surf IN) : MMDLIT_SV_TARGET{
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half4 albedo = (half4)tex2D(_MainTex, IN.pack0.xy);
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albedo.a *= _Color.a; // for Transparency
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MMDLIT_CLIP(albedo.a)
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SHADOW_CASTER_FRAGMENT(IN)
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}
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fixed4 frag_fast (v2f_surf IN) : MMDLIT_SV_TARGET{
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MMDLIT_CLIP_FAST(1.0)
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SHADOW_CASTER_FRAGMENT(IN)
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}
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#ifdef TESSELLATION_ON
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#ifdef UNITY_CAN_COMPILE_TESSELLATION
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// tessellation domain shader
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[UNITY_domain("tri")]
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v2f_surf ds_surf(UnityTessellationFactors tessFactors, const OutputPatch<InternalTessInterp_appdata_full, 3> vi, float3 bary : SV_DomainLocation)
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{
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appdata_full v = _ds_appdata_full(tessFactors, vi, bary);
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v2f_surf o = vert_surf(v);
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return o;
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}
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#endif // UNITY_CAN_COMPILE_TESSELLATION
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#endif // TESSELLATION_ON
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