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@@ -285,7 +285,7 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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}
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}
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half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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-#ifdef _WRITE_RENDERING_LAYERS
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+#ifdef USE_WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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, out float4 outRenderingLayers : SV_Target1
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#endif
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#endif
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) : SV_Target0
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) : SV_Target0
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@@ -302,7 +302,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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- inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS);
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+ inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS.xyz);
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#elif defined(_MAIN_LIGHT_SHADOWS)
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#elif defined(_MAIN_LIGHT_SHADOWS)
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inputData.shadowCoord = input.shadowCoord;
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inputData.shadowCoord = input.shadowCoord;
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#else
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#else
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@@ -352,7 +352,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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COLORISE(pixel)
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COLORISE(pixel)
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APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
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APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
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-#ifdef _WRITE_RENDERING_LAYERS
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+#ifdef USE_WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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#endif
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