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252 lines
7.3 KiB
252 lines
7.3 KiB
2 years ago
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#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
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#define SPRITE_PIXEL_LIGHTING_INCLUDED
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#include "ShaderShared.cginc"
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#include "SpriteLighting.cginc"
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#include "SpriteSpecular.cginc"
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#include "AutoLight.cginc"
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////////////////////////////////////////
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// Defines
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//
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////////////////////////////////////////
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// Vertex output struct
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//
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#if defined(_NORMALMAP)
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#define _VERTEX_LIGHTING_INDEX TEXCOORD5
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#define _LIGHT_COORD_INDEX_0 6
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#define _LIGHT_COORD_INDEX_1 7
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#define _FOG_COORD_INDEX 8
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#else
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#define _VERTEX_LIGHTING_INDEX TEXCOORD3
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#define _LIGHT_COORD_INDEX_0 4
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#define _LIGHT_COORD_INDEX_1 5
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#define _FOG_COORD_INDEX 6
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#endif // _NORMALMAP
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 posWorld : TEXCOORD1;
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half3 normalWorld : TEXCOORD2;
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#if defined(_NORMALMAP)
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half3 tangentWorld : TEXCOORD3;
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half3 binormalWorld : TEXCOORD4;
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#endif // _NORMALMAP
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fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
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LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
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#if defined(_FOG)
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UNITY_FOG_COORDS(_FOG_COORD_INDEX)
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#endif // _FOG
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UNITY_VERTEX_OUTPUT_STEREO
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};
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////////////////////////////////////////
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// Light calculations
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//
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uniform fixed4 _LightColor0;
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inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld, inout fixed4 albedo)
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{
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//For directional lights _WorldSpaceLightPos0.w is set to zero
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float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
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float attenuation = LIGHT_ATTENUATION(input);
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float angleDot = max(0, dot(normalWorld, lightWorldDirection));
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#if defined(_DIFFUSE_RAMP)
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fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
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#else
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fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
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#endif // _DIFFUSE_RAMP
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return lightDiffuse;
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}
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inline float3 calculateNormalWorld(VertexOutput input)
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{
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#if defined(_NORMALMAP)
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return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld);
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#else
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return input.normalWorld;
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#endif
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}
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fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld)
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{
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fixed3 vertexLighting = fixed3(0,0,0);
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#ifdef VERTEXLIGHT_ON
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//Get approximated illumination from non-important point lights
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vertexLighting = Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, posWorld, normalWorld) * 0.5;
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#endif
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return vertexLighting;
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}
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fixed3 calculateAmbientLight(half3 normalWorld)
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{
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#if defined(_SPHERICAL_HARMONICS)
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fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0));
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#else
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fixed3 ambient = unity_AmbientSky.rgb;
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#endif
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return ambient;
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}
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#if defined(SPECULAR)
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fixed4 calculateSpecularLight(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor, half3 ambient)
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{
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SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, ambient, unity_IndirectSpecColor.rgb);
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fixed4 pixel = calculateLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
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pixel.rgb += data.specular * s.alpha;
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return pixel;
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}
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fixed4 calculateSpecularLightAdditive(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor)
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{
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SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, half3(0,0,0), half3(0,0,0));
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fixed4 pixel = calculateAdditiveLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
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pixel.rgb += data.specular * s.alpha;
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return pixel;
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}
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#endif //SPECULAR
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////////////////////////////////////////
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// Vertex program
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//
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VertexOutput vert(VertexInput v)
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{
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VertexOutput output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.pos = calculateLocalPos(v.vertex);
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output.color = calculateVertexColor(v.color);
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output.texcoord = calculateTextureCoord(v.texcoord);
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output.posWorld = calculateWorldPos(v.vertex);
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float backFaceSign = 1;
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#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
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backFaceSign = calculateBackfacingSign(output.posWorld.xyz);
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#endif
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output.normalWorld = calculateSpriteWorldNormal(v, backFaceSign);
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output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
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#if defined(_NORMALMAP)
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output.tangentWorld = calculateWorldTangent(v.tangent);
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output.binormalWorld = calculateSpriteWorldBinormal(v, output.normalWorld, output.tangentWorld, backFaceSign);
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#endif
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TRANSFER_VERTEX_TO_FRAGMENT(output)
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#if defined(_FOG)
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UNITY_TRANSFER_FOG(output,output.pos);
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#endif // _FOG
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return output;
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}
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////////////////////////////////////////
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// Fragment programs
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//
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fixed4 fragBase(VertexOutput input) : SV_Target
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoord);
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ALPHA_CLIP(texureColor, input.color)
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//Get normal direction
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fixed3 normalWorld = calculateNormalWorld(input);
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//Get Ambient diffuse
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fixed3 ambient = calculateAmbientLight(normalWorld);
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#if defined(SPECULAR)
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//For directional lights _WorldSpaceLightPos0.w is set to zero
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float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
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float attenuation = LIGHT_ATTENUATION(input);
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//Returns pixel lit by light, texture color should inlcluded alpha
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half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
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fixed4 pixel = calculateSpecularLight(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation, ambient + input.vertexLighting);
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APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
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#else
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//Get primary pixel light diffuse
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fixed3 diffuse = calculateLightDiffuse(input, normalWorld, texureColor);
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//Combine along with vertex lighting for the base lighting pass
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fixed3 lighting = ambient + diffuse + input.vertexLighting;
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APPLY_EMISSION(lighting, input.texcoord)
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fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
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#endif
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#if defined(_RIM_LIGHTING)
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pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
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#endif
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COLORISE(pixel)
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APPLY_FOG(pixel, input)
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return pixel;
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}
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fixed4 fragAdd(VertexOutput input) : SV_Target
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoord);
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#if defined(_COLOR_ADJUST)
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texureColor = adjustColor(texureColor);
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#endif // _COLOR_ADJUST
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ALPHA_CLIP(texureColor, input.color)
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//Get normal direction
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fixed3 normalWorld = calculateNormalWorld(input);
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#if defined(SPECULAR)
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//For directional lights _WorldSpaceLightPos0.w is set to zero
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float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
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float attenuation = LIGHT_ATTENUATION(input);
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half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
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fixed4 pixel = calculateSpecularLightAdditive(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation);
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#else
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//Get light diffuse
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fixed3 lighting = calculateLightDiffuse(input, normalWorld, texureColor);
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fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
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#endif
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COLORISE_ADDITIVE(pixel)
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APPLY_FOG_ADDITIVE(pixel, input)
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return pixel;
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}
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#endif // SPRITE_PIXEL_LIGHTING_INCLUDED
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