132 lines
4.1 KiB
HLSL
132 lines
4.1 KiB
HLSL
#ifndef INPUT_LUXLWRP_BASE_INCLUDED
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#define INPUT_LUXLWRP_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 Tree Creator 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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half4 _Color;
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half _Smoothness;
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half _Metallic;
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half3 _SpecColor;
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half _Cutoff;
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float4 _MainTex_ST;
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// needed by meta pass
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float4 _BaseMap_ST;
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float4 _BumpMap_ST;
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half3 _TranslucencyColor;
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half _TranslucencyViewDependency;
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half _ShadowStrength;
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#if defined (DUMMYSHADER)
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half _Shininess;
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#endif
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CBUFFER_END
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// These can't be per material...
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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(half, _SquashAmount)
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UNITY_DEFINE_INSTANCED_PROP(half4, _TreeInstanceColor)
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UNITY_DEFINE_INSTANCED_PROP(half4, _TreeInstanceScale)
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UNITY_DEFINE_INSTANCED_PROP(half4, _SquashPlaneNormal)
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UNITY_DEFINE_INSTANCED_PROP(half4, _Wind)
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UNITY_INSTANCING_BUFFER_END(Props)
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TEXTURE2D (_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D (_BumpSpecMap ); SAMPLER(sampler_BumpSpecMap);
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TEXTURE2D (_TranslucencyMap); SAMPLER(sampler_TranslucencyMap);
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#if defined (DUMMYSHADER)
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//TEXTURE2D (_BumpMap); SAMPLER(sampler_BumpMap); // already defined
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TEXTURE2D (_GlossMap); SAMPLER(sampler_GlossMap);
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// TEXTURE2D (_TranslucencyMap); SAMPLER(sampler_TranslucencyMap); // already defined
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#endif
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// Additional textures
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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 texcoord1 : TEXCOORD1;
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half4 color : COLOR;
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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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#if defined(_MASKMAP)
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float4 uv : TEXCOORD0;
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#else
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float2 uv : TEXCOORD0;
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#endif
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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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half4 normalWS : TEXCOORD3;
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half4 tangentWS : TEXCOORD4;
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half4 bitangentWS : TEXCOORD5;
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half4 fogFactorAndVertexLight : TEXCOORD6;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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#endif
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#if defined(BILLBOARD_FACE_CAMERA_POS) && defined(_ENABLEDITHERING)
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float4 screenPos : TEXCOORD8;
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#endif
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half4 color : COLOR;
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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 specular;
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half gloss;
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half occlusion;
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half translucency;
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};
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#endif |