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

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3.2 KiB
HLSL

#ifndef INPUT_LUXLURP_BASE_INCLUDED
#define INPUT_LUXLURP_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 Blend 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)
float _Shift;
half _BlendWidth;
half _BlendSharpness;
half _AlphaShift;
half _AlphaWidth;
float _ShadowShiftThreshold;
float _ShadowShift;
float _ShadowShiftView;
half _BumpScale;
half4 _BaseColor;
half _Cutoff;
float4 _BaseMap_ST;
half _Smoothness;
half3 _SpecColor;
half _OcclusionStrength;
CBUFFER_END
// Additional textures
#if defined(_MASKMAP)
TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
#endif
// Depth texture
#if defined(SHADER_API_GLES)
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
#else
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
#endif
// Global Inputs
// Structs
struct VertexInput
{
float3 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;
float2 uv : TEXCOORD0;
#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;
#if defined(_NORMALMAP)
float4 tangentWS : TEXCOORD4;
#endif
float3 viewDirWS : TEXCOORD5;
half4 fogFactorAndVertexLight : TEXCOORD6;
float2 screenUV : TEXCOORD8;
#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;
};
#endif