#ifndef VACUUM_SHADERS_T2M_DEFERRED_CGINC #define VACUUM_SHADERS_T2M_DEFERRED_CGINC #include "../cginc/Core.cginc" void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); o.texcoord = v.texcoord.xy; //Curved World #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent) #else CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) #endif #endif } void surf (Input IN, inout SurfaceOutputStandard o) { #if defined(_ALPHATEST_ON) float holesmapValue = TerrainToMeshCalculateClipValue(IN.texcoord.xy); clip(holesmapValue - 0.5); #endif #if defined(TERRAIN_TO_MESH_PASS_SHADOW_CASTER) o.Albedo = 0; o.Alpha = 1; o.Normal = float3(0, 0, 1); o.Metallic = 0; o.Smoothness = 0; o.Occlusion = 1; #else TerrainToMeshCalculateLayersBlend(IN.texcoord.xy, o.Albedo, o.Alpha, o.Normal, o.Metallic, o.Smoothness, o.Occlusion); #endif } #endif