Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Vegetation/Includes/Lux URP Grass Inputs.hlsl
2024-11-20 15:21:28 +01:00

89 lines
3.0 KiB
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 "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;
half _AlphaClip;
float4 _BaseMap_ST;
half _Cutoff;
half _Smoothness;
half3 _SpecColor;
half _Occlusion;
half4 _WindMultiplier;
float2 _DistanceFade;
half _BumpScale;
CBUFFER_END
// Additional textures
TEXTURE2D(_LuxLWRPWindRT); SAMPLER(sampler_LuxLWRPWindRT);
// Global Inputs
half4 _LuxLWRPWindDirSize;
half4 _LuxLWRPWindStrengthMultipliers;
float4 _LuxLWRPSinTime;
// 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;
half2 fadeOcclusion : 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;
#ifdef _NORMALMAP
float4 tangentWS : TEXCOORD4;
#endif
float3 viewDirWS : TEXCOORD5;
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
{
float3 albedo;
float alpha;
float3 normalTS;
float3 emission;
float metallic;
float3 specular;
float smoothness;
float occlusion;
//float translucency;
};
#endif