#ifndef INPUT_BASE_INCLUDED #define INPUT_BASE_INCLUDED CBUFFER_START(UnityPerMaterial) // #if !defined(UNITY_PASS_SHADOWCASTER) //#if !defined(CUSTOMMETAPASS) float4 _BaseMap_ST; half3 _SpecColor; half _BumpScale; //#endif // #endif half _GlossMapScale; half _GlossMapScaleDyn; half3 _EmissionColor; half _Occlusion; half _BumpScaleDyn; half _NormalFactor; half _NormalLimit; half _TopDownTiling; float3 _TerrainPosition; half _LowerNormalMinStrength; half _LowerNormalInfluence; half _HeightBlendSharpness; // Simple Fuzz half _FuzzStrength; half _FuzzAmbient; half _FuzzWrap; half _FuzzPower; half _FuzzBias; CBUFFER_END struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; //#ifdef _ADDITIONAL_LIGHTS float3 positionWS : TEXCOORD0; //#endif #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS) float4 uv : TEXCOORD1; #if !defined(CUSTOMMETAPASS) DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 2); float3 normalWS : TEXCOORD3; #ifdef _NORMALMAP float4 tangentWS : TEXCOORD4; // xyz: tangent, w: tangent sign #endif float3 viewDirWS : TEXCOORD5; float4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { half3 albedo; half alpha; half3 normalTS; half3 emission; half metallic; half3 specular; half smoothness; half occlusion; half fuzzMask; }; #endif