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2025-11-30 08:35:03 +02:00

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// 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