|
@@ -14,7 +14,7 @@
|
|
|
#endif
|
|
|
#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
|
|
|
|
|
|
-#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(_LIGHT_COOKIES)
|
|
|
+#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(USE_LIGHT_COOKIES)
|
|
|
#define NEEDS_POSITION_WS
|
|
|
#endif
|
|
|
|
|
@@ -56,7 +56,7 @@ struct VertexOutputLWRP
|
|
|
// Vertex and Fragment functions //
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
|
|
-half4 CalculateShadowMaskBackwardsCompatible(InputDataBackwardsCompatible inputData)
|
|
|
+half4 CalculateShadowMaskBackwardsCompatible(InputData inputData)
|
|
|
{
|
|
|
// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
|
|
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
|
@@ -102,7 +102,7 @@ half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir,
|
|
|
|
|
|
#if defined(SPECULAR)
|
|
|
|
|
|
-half3 ProcessLightPBRSimplified(InputDataBackwardsCompatible inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
|
|
|
+half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
|
|
|
{
|
|
|
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
|
|
@@ -116,7 +116,7 @@ half3 ProcessLightPBRSimplified(InputDataBackwardsCompatible inputData, BRDFData
|
|
|
return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
|
|
|
}
|
|
|
|
|
|
-half4 LightweightFragmentPBRSimplified(InputDataBackwardsCompatible inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
|
|
|
+half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
|
|
|
half smoothness, half3 emission, half4 vertexColor)
|
|
|
{
|
|
|
#if !defined(_TINT_BLACK_ON)
|
|
@@ -179,7 +179,7 @@ half4 LightweightFragmentPBRSimplified(InputDataBackwardsCompatible inputData, h
|
|
|
|
|
|
#else // !SPECULAR
|
|
|
|
|
|
-half3 ProcessLightLambert(InputDataBackwardsCompatible inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
|
|
|
+half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
|
|
|
{
|
|
|
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
|
|
@@ -201,7 +201,7 @@ half3 ProcessLightLambert(InputDataBackwardsCompatible inputData, half4 shadowMa
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
-half4 LightweightFragmentBlinnPhongSimplified(InputDataBackwardsCompatible inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
|
|
|
+half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
|
|
|
{
|
|
|
#if !defined(_TINT_BLACK_ON)
|
|
|
half4 diffuse = texDiffuseAlpha * vertexColor;
|
|
@@ -334,7 +334,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
|
|
|
#endif
|
|
|
|
|
|
// fill out InputData struct
|
|
|
- InputDataBackwardsCompatible inputData;
|
|
|
+ InputData inputData;
|
|
|
#if !defined(_RECEIVE_SHADOWS_OFF)
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
|
inputData.shadowCoord = input.shadowCoord;
|
|
@@ -358,7 +358,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
|
|
|
|
|
|
inputData.normalWS = normalWS;
|
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
|
|
|
-#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
|
|
|
+#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(USE_LIGHT_COOKIES)
|
|
|
inputData.positionWS = input.positionWS.rgb;
|
|
|
#endif
|
|
|
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
|