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2024-11-20 15:21:28 +01:00

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HLSL

#ifndef INPUT_LUXLWRP_BASE_INCLUDED
#define INPUT_LUXLWRP_BASE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// defines a bunch of helper functions (like lerpwhiteto)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
// defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
// defines e.g. "DECLARE_LIGHTMAP_OR_SH"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "../Includes/Lux URP Skin Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
// Material Inputs
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
half3 _SpecularColor;
float4 _BaseMap_ST;
half _Smoothness;
half _BumpScale;
half _Bias;
half _SkinShadowBias;
half _SkinShadowSamplingBias;
half _OcclusionStrength;
half3 _SubsurfaceColor;
half _SampleCurvature;
half _Curvature;
float2 _DistanceFade;
half _TranslucencyPower;
half _TranslucencyStrength;
half _ShadowStrength;
half _MaskByShadowStrength;
half _Distortion;
half _AmbientReflectionStrength;
#if defined(_RIMLIGHTING)
half4 _RimColor;
half _RimPower;
half _RimMinPower;
half _RimFrequency;
half _RimPerPositionFrequency;
#endif
half _Backscatter;
half _VertexNormal;
CBUFFER_END
// Additional textures
TEXTURE2D(_SSSAOMap); SAMPLER(sampler_SSSAOMap);
// Global Inputs
// Structs
struct VertexInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half fade : TEXCOORD9;
#if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS)
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
float3 positionWS : TEXCOORD2;
#endif
float3 normalWS : TEXCOORD3;
float3 viewDirWS : TEXCOORD4;
#ifdef _NORMALMAP
float4 tangentWS : TEXCOORD5;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD7;
#endif
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
half3 albedo;
half alpha;
half3 normalTS;
half3 diffuseNormalTS;
half3 emission;
half metallic;
half3 specular;
half smoothness;
half occlusion;
half translucency;
half skinMask;
half curvature;
};
#endif