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- #ifndef UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED
- #define UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED
-
- #if defined(SPEEDTREE_ALPHATEST)
- #define _ALPHATEST_ON
- #endif
-
- #ifdef EFFECT_BUMP
- #define _NORMALMAP
- #endif
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
-
- #ifdef ENABLE_WIND
- #define WIND_QUALITY_NONE 0
- #define WIND_QUALITY_FASTEST 1
- #define WIND_QUALITY_FAST 2
- #define WIND_QUALITY_BETTER 3
- #define WIND_QUALITY_BEST 4
- #define WIND_QUALITY_PALM 5
-
- uniform half _WindQuality;
- uniform half _WindEnabled;
-
- #define SPEEDTREE_8_WIND 1 // v7 & v8 use the same shader wind code
- #include "SpeedTreeWind.cginc"
- #endif
-
- TEXTURE2D(_MainTex);
- SAMPLER(sampler_MainTex);
- float4 _MainTex_TexelSize;
-
- #ifdef EFFECT_HUE_VARIATION
- half4 _HueVariation;
- #endif
-
- half4 _Color;
-
- // 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
- // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
- // 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.
- float3 _LightDirection;
- float3 _LightPosition;
-
- UNITY_TEXTURE_STREAMING_DEBUG_VARS;
-
- #endif
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