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69 lines
1.9 KiB
69 lines
1.9 KiB
#ifndef UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED |
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#define UNIVERSAL_SPEEDTREE8_INPUT_INCLUDED |
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#ifdef EFFECT_BUMP |
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#define _NORMALMAP |
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#endif |
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#define _ALPHATEST_ON |
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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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#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE) |
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#define SPEEDTREE_Y_UP |
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#include "SpeedTreeWind.cginc" |
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float _WindEnabled; |
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UNITY_INSTANCING_BUFFER_START(STWind) |
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UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime) |
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UNITY_INSTANCING_BUFFER_END(STWind) |
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#endif |
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half4 _Color; |
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int _TwoSided; |
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#ifdef SCENESELECTIONPASS |
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int _ObjectId; |
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int _PassValue; |
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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_EXTRA_TEX |
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sampler2D _ExtraTex; |
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#else |
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half _Glossiness; |
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half _Metallic; |
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#endif |
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#ifdef EFFECT_HUE_VARIATION |
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half4 _HueVariationColor; |
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#endif |
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#ifdef EFFECT_BILLBOARD |
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half _BillboardShadowFade; |
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#endif |
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#ifdef EFFECT_SUBSURFACE |
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sampler2D _SubsurfaceTex; |
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half4 _SubsurfaceColor; |
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half _SubsurfaceIndirect; |
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#endif |
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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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#define GEOM_TYPE_BRANCH 0 |
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#define GEOM_TYPE_FROND 1 |
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#define GEOM_TYPE_LEAF 2 |
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#define GEOM_TYPE_FACINGLEAF 3 |
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#define _Surface 0.0 // Speed Trees are always opaque |
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#endif
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