forked from BilalY/Rasagar
73 lines
2.0 KiB
HLSL
73 lines
2.0 KiB
HLSL
#ifndef UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED
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#define UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED
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#ifdef EFFECT_BUMP
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#define _NORMALMAP
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#endif
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#define _ALPHATEST_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
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#define SPEEDTREE_Y_UP
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#define SPEEDTREE_8_WIND 1
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#include "SpeedTreeWind.cginc"
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float _WindEnabled;
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UNITY_INSTANCING_BUFFER_START(STWind)
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UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime)
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UNITY_INSTANCING_BUFFER_END(STWind)
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#endif
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half4 _Color;
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int _TwoSided;
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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#ifdef EFFECT_EXTRA_TEX
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sampler2D _ExtraTex;
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#else
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half _Glossiness;
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half _Metallic;
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#endif
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#ifdef EFFECT_HUE_VARIATION
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half4 _HueVariationColor;
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#endif
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#ifdef EFFECT_BILLBOARD
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half _BillboardShadowFade;
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#endif
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#ifdef EFFECT_SUBSURFACE
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sampler2D _SubsurfaceTex;
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half4 _SubsurfaceColor;
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half _SubsurfaceIndirect;
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#endif
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// 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
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// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
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// 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.
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float3 _LightDirection;
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float3 _LightPosition;
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#define GEOM_TYPE_BRANCH 0
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#define GEOM_TYPE_FROND 1
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#define GEOM_TYPE_LEAF 2
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#define GEOM_TYPE_FACINGLEAF 3
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#define _Surface 0.0 // Speed Trees are always opaque
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UNITY_TEXTURE_STREAMING_DEBUG_VARS;
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#endif
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