Files
beyond/Assets/ThirdParty/Procedural Worlds/Gaia/Shaders/PW General/PW_GeneralVars.cginc
2024-11-20 15:21:28 +01:00

144 lines
3.0 KiB
HLSL

struct EchoData
{
half4 coverRGBA;
half3 worldNormal;
half thickness;
half3 screenPos;
half4 vertexColor;
float2 worldUV;
};
struct SurfaceOutputGaia
{
half3 Albedo;
float3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
fixed Alpha;
EchoData e;
};
struct PWCoverLayer
{
half3 albedo;
half alpha;
half3 normal;
half4 colorTint;
half alphaClamp;
half smoothness;
half metallic;
half coverAmount;
half progress;
half amount;
half wrap;
};
struct PWCoverSurface
{
half3 albedo;
half3 albedoSSS;
half3 normal;
half smoothness;
half metallic;
half alwaysUpDir;
half worldNormalY;
};
half4 _PW_MainLightDir;
half4 _PW_MainLightColor;
half4 _PW_MainLightSpecular;
half _PW_MainLightIntensity;
float _PW_ShaderMode;
float _PW_TerrainSizeX;
float _PW_TerrainSizeZ;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _MetallicGlossMap;
half _BumpMapScale;
half _Cutoff;
half _Glossiness;
half _Metallic;
half _WrapLighting;
half _AOPower;
half _AOVertexMask;
half _AOPowerExp;
half _PW_WorldMapToggle;
sampler2D _PW_WorldMap;
half4 _PW_WorldMapColorObject;
half4 _PW_WorldMapColorCover0;
half4 _PW_WorldMapColorCover1;
float _PW_WorldMapUVScale;
// alpha add
// alpha expand
sampler2D _PW_CoverLayer0;
half4 _PW_CoverLayer0Color;
sampler2D _PW_CoverLayer0Normal;
half _PW_CoverLayer0NormalScale;
half _PW_CoverLayer0AlphaClamp;
half _PW_CoverLayer0Edge;
half _PW_CoverLayer0Tiling;
half _PW_CoverLayer0Smoothness;
half _PW_CoverLayer0Metallic;
half _PW_CoverLayer0Wrap;
half _PW_CoverLayer0Progress;
half _PW_CoverLayer0FadeStart;
half _PW_CoverLayer0FadeDist;
sampler2D _PW_CoverLayer1;
half4 _PW_CoverLayer1Color;
sampler2D _PW_CoverLayer1Normal;
half _PW_CoverLayer1NormalScale;
half _PW_CoverLayer1AlphaClamp;
half _PW_CoverLayer1Edge;
half _PW_CoverLayer1Tiling;
half _PW_CoverLayer1Smoothness;
half _PW_CoverLayer1Metallic;
half _PW_CoverLayer1Wrap;
half _PW_CoverLayer1Progress;
half _PW_CoverLayer1FadeStart;
half _PW_CoverLayer1FadeDist;
float _PW_WindToggle;
float4 _PW_WindDirection;
float _PW_WindGustDistance;
float _PW_WindSpeed;
half _PW_SSS;
half _PW_SSSPower;
half4 _PW_SSSTint;
half _PW_SSSDistortion;
half _PW_SSSThickness;
half _PW_Global_SeasonalTintAmount;
// global uniforms set by system
half _PW_Global_CoverLayer0Progress;
half _PW_Global_CoverLayer1Progress;
half _PW_Global_CoverLayer0FadeStart;
half _PW_Global_CoverLayer0FadeDist;
half _PW_Global_CoverLayer1FadeStart;
half _PW_Global_CoverLayer1FadeDist;
half _PW_Global_Metallic;
half _PW_Global_Smoothness;
half _PW_Global_TerrainScale;
half4 _PW_Global_SeasonalTint;
float4 _PW_Global_WindDirection;
float _PW_Global_WindGustDistance;
float _PW_Global_WindSpeed;