Files
3d-qiaozha/Assets/MeiGongZiYuan/Water/Shaders/BGWaterStruct.hlsl
2026-03-10 10:07:11 +08:00

54 lines
867 B
HLSL

#ifndef BADDOG_WATER_STRUCT
#define BADDOG_WATER_STRUCT
struct BGWaterVertexInput
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float4 tangent: TANGENT;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct BGWaterVertexOutput
{
float4 pos : SV_POSITION;
float3 mainWaveUV : TEXCOORD0;
float4 secondWaveUV : TEXCOORD1;
float4 worldNormalDir : TEXCOORD2;
float4 worldTangentDir : TEXCOORD3;
float4 worldBitangentDir : TEXCOORD4;
float4 screenPos : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct BGLightingData
{
float3 worldPos;
float3 worldNormal;
float3 worldLightDir;
float3 worldViewDir;
half NoL;
half NoV;
half NoH;
half LoH;
half3 R;
half3 diffuseColor;
half3 specularColor;
half3 lightColor;
float2 screenUV;
};
#endif