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