#ifndef UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED #define UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED #ifdef EFFECT_BUMP #define _NORMALMAP #endif #define _ALPHATEST_ON #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" #if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE) #define SPEEDTREE_Y_UP #define SPEEDTREE_8_WIND 1 #include "SpeedTreeWind.cginc" float _WindEnabled; UNITY_INSTANCING_BUFFER_START(STWind) UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime) UNITY_INSTANCING_BUFFER_END(STWind) #endif half4 _Color; int _TwoSided; #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize; #ifdef EFFECT_EXTRA_TEX sampler2D _ExtraTex; #else half _Glossiness; half _Metallic; #endif #ifdef EFFECT_HUE_VARIATION half4 _HueVariationColor; #endif #ifdef EFFECT_BILLBOARD half _BillboardShadowFade; #endif #ifdef EFFECT_SUBSURFACE sampler2D _SubsurfaceTex; half4 _SubsurfaceColor; half _SubsurfaceIndirect; #endif // 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; #define GEOM_TYPE_BRANCH 0 #define GEOM_TYPE_FROND 1 #define GEOM_TYPE_LEAF 2 #define GEOM_TYPE_FACINGLEAF 3 #define _Surface 0.0 // Speed Trees are always opaque UNITY_TEXTURE_STREAMING_DEBUG_VARS; #endif