46 lines
1.4 KiB
46 lines
1.4 KiB
#ifndef UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED |
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#define UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED |
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#if defined(SPEEDTREE_ALPHATEST) |
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#define _ALPHATEST_ON |
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#endif |
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#ifdef EFFECT_BUMP |
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#define _NORMALMAP |
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#endif |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" |
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#ifdef ENABLE_WIND |
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#define WIND_QUALITY_NONE 0 |
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#define WIND_QUALITY_FASTEST 1 |
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#define WIND_QUALITY_FAST 2 |
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#define WIND_QUALITY_BETTER 3 |
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#define WIND_QUALITY_BEST 4 |
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#define WIND_QUALITY_PALM 5 |
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uniform half _WindQuality; |
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uniform half _WindEnabled; |
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#include "SpeedTreeWind.cginc" |
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#endif |
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TEXTURE2D(_MainTex); |
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SAMPLER(sampler_MainTex); |
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float4 _MainTex_TexelSize; |
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float4 _MainTex_MipInfo; |
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#ifdef EFFECT_HUE_VARIATION |
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half4 _HueVariation; |
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#endif |
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half4 _Color; |
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// Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs |
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// For Directional lights, _LightDirection is used when applying shadow Normal Bias. |
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// For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex. |
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float3 _LightDirection; |
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float3 _LightPosition; |
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#endif
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