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Question appdata_full in URP

Discussion in 'Universal Render Pipeline' started by RoughSpaghetti3211, Dec 4, 2020.

  1. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,709
    Wonderong if someone could please help me, What is the equivalent of appdata_full from UnityCG.cginc in URP
    struct appdata_full {
    float4 vertex : POSITION;
    float4 tangent : TANGENT;
    float3 normal : NORMAL;
    float4 texcoord : TEXCOORD0;
    float4 texcoord1 : TEXCOORD1;
    float4 texcoord2 : TEXCOORD2;
    float4 texcoord3 : TEXCOORD3;
    fixed4 color : COLOR;
    UNITY_VERTEX_INPUT_INSTANCE_ID
    };
     
  2. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    Just copy the appdata_full from UnityCG.cginc? I don't see what problem that you are facing. You are supposed to declare you own vertex inputs if you are using vertex shaders. The built-in just has a one-in-all include file "UnityCG.cginc" that declares all for you. But practically fx shaders utilizing vertex inputs usually just have their own declarations, ignoring the one from the include file.