EscapeShooter/My project/Assets/Project Files/Game/Shaders/Watermelon Shader/Includes/Params.hlsl

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#ifndef W_PARAMS
#define W_PARAMS
struct appdata
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
#if defined(RIM_ON) || defined(TOON_ON) || defined(LIGHT_COLOR_ON)
float3 norm :NORMAL;
float4 tan :TANGENT;
#endif
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
#if !defined(_SHADOWS_NONE) || defined(LIGHT_COLOR_ON) || defined(TOON_ON) || defined(RIM_ON) || defined(CURVE_ON)
#define WORLD_POS
float4 worldPos: TEXCOORD1;
#endif
#if defined(TOON_ON) || defined(RIM_ON) || defined(LIGHT_COLOR_ON)
#define WORLD_NORM
float3 normWorld : TEXCOORD2;
#endif
#if defined(RIM_ON) || defined(LIGHT_COLOR_ON)
#define VIEW_DIR
float3 viewDir : TEXCOORD3;
#endif
};
half4 _Color;
sampler2D _MainTex;
half Remap(half In, half2 InMinMax, half2 OutMinMax)
{
return OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
#endif