#ifndef UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED #define UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED #if defined(SPEEDTREE_ALPHATEST) #define _ALPHATEST_ON #endif #ifdef EFFECT_BUMP #define _NORMALMAP #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #ifdef ENABLE_WIND #define WIND_QUALITY_NONE 0 #define WIND_QUALITY_FASTEST 1 #define WIND_QUALITY_FAST 2 #define WIND_QUALITY_BETTER 3 #define WIND_QUALITY_BEST 4 #define WIND_QUALITY_PALM 5 uniform half _WindQuality; uniform half _WindEnabled; #define SPEEDTREE_8_WIND 1 // v7 & v8 use the same shader wind code #include "SpeedTreeWind.cginc" #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize; #ifdef EFFECT_HUE_VARIATION half4 _HueVariation; #endif half4 _Color; // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs // For Directional lights, _LightDirection is used when applying shadow Normal Bias. // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex. float3 _LightDirection; float3 _LightPosition; UNITY_TEXTURE_STREAMING_DEBUG_VARS; #endif