103 lines
3.2 KiB
HLSL
103 lines
3.2 KiB
HLSL
#ifndef INPUT_LUXLURP_BASE_INCLUDED
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#define INPUT_LUXLURP_BASE_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// defines a bunch of helper functions (like lerpwhiteto)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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// defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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// defines e.g. "DECLARE_LIGHTMAP_OR_SH"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "../Includes/Lux URP Blend Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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// Material Inputs
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CBUFFER_START(UnityPerMaterial)
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float _Shift;
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half _BlendWidth;
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half _BlendSharpness;
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half _AlphaShift;
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half _AlphaWidth;
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float _ShadowShiftThreshold;
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float _ShadowShift;
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float _ShadowShiftView;
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half _BumpScale;
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half4 _BaseColor;
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half _Cutoff;
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float4 _BaseMap_ST;
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half _Smoothness;
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half3 _SpecColor;
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half _OcclusionStrength;
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CBUFFER_END
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// Additional textures
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#if defined(_MASKMAP)
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TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap);
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#endif
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// Depth texture
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#if defined(SHADER_API_GLES)
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TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture);
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#else
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TEXTURE2D_X_FLOAT(_CameraDepthTexture);
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float4 _CameraDepthTexture_TexelSize;
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#endif
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// Global Inputs
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// Structs
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struct VertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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#if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS)
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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//#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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float3 positionWS : TEXCOORD2;
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//#endif
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float3 normalWS : TEXCOORD3;
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#if defined(_NORMALMAP)
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float4 tangentWS : TEXCOORD4;
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#endif
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float3 viewDirWS : TEXCOORD5;
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half4 fogFactorAndVertexLight : TEXCOORD6;
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float2 screenUV : TEXCOORD8;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SurfaceDescription
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{
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half3 albedo;
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half alpha;
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half3 normalTS;
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half3 emission;
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half metallic;
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half3 specular;
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half smoothness;
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half occlusion;
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};
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#endif |