// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors // SPDX-License-Identifier: Apache-2.0 // Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef GLTF_INCLUDED #define GLTF_INCLUDED #include "glTFUnityStandardCore.cginc" void fragDeferredFacing ( VertexOutputDeferred i, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) ,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba) #endif ,half facing : VFACE ) { #ifdef _TANGENT_TO_WORLD i.tangentToWorldAndPackedData[0].xyz *= facing; i.tangentToWorldAndPackedData[1].xyz *= facing; #endif i.tangentToWorldAndPackedData[2].xyz *= facing; fragDeferred( i, outGBuffer0, outGBuffer1, outGBuffer2, outEmission #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) ,outShadowMask #endif ); } #endif // GLTF_INCLUDED