@@ -1240,11 +1240,11 @@ Shader "PolymerPBR"
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UNITY_APPLY_DITHER_CROSSFADE (IN.pos.xy);
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#endif
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- #if defined (_SPECULAR_SETUP)
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+ // #if defined(_SPECULAR_SETUP)
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SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular )0 ;
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- #else
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- SurfaceOutputStandard o = (SurfaceOutputStandard )0 ;
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- #endif
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+ // #else
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+ // SurfaceOutputStandard o = (SurfaceOutputStandard)0;
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+ // #endif
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float3 WorldTangent = float3 (IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
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float3 WorldBiTangent = float3 (IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
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float3 WorldNormal = float3 (IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
@@ -1257,11 +1257,11 @@ Shader "PolymerPBR"
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o.Albedo = tex2D ( _PaletteTex, ( tex2D ( _MainTex, uv_MainTex ).r * float2 ( 1 ,0 ) ) ).rgb;
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o.Normal = fixed3 ( 0 , 0 , 1 );
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o.Emission = half3 ( 0 , 0 , 0 );
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- #if defined (_SPECULAR_SETUP)
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+ // #if defined(_SPECULAR_SETUP)
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o.Specular = fixed3 ( 0 , 0 , 0 );
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- #else
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- o.Metallic = 0.0 ;
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- #endif
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+ // #else
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+ // o.Metallic = 0.0;
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+ // #endif
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o.Smoothness = 0 ;
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o.Occlusion = 1 ;
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o.Alpha = 1 ;
@@ -1325,11 +1325,11 @@ Shader "PolymerPBR"
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giInput.probePosition[1 ] = unity_SpecCube1_ProbePosition;
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#endif
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- #if defined (_SPECULAR_SETUP)
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+ // #if defined(_SPECULAR_SETUP)
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LightingStandardSpecular_GI ( o, giInput, gi );
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- #else
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- LightingStandard_GI ( o, giInput, gi );
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- #endif
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+ // #else
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+ // LightingStandard_GI( o, giInput, gi );
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+ // #endif
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#ifdef ASE_BAKEDGI
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gi.indirect.diffuse = BakedGI;
@@ -1339,11 +1339,11 @@ Shader "PolymerPBR"
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gi.indirect.diffuse = 0 ;
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#endif
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- #if defined (_SPECULAR_SETUP)
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+ // #if defined(_SPECULAR_SETUP)
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outEmission = LightingStandardSpecular_Deferred ( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
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- #else
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- outEmission = LightingStandard_Deferred ( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
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- #endif
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+ // #else
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+ // outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
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+ // #endif
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#if defined (SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4 )
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outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3 (0 , 0 , 0 ));
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