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 #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #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 }