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SpeedTree7CommonInput.hlsl 1.6KB

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  1. #ifndef UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED
  2. #define UNIVERSAL_SPEEDTREE7COMMON_INPUT_INCLUDED
  3. #if defined(SPEEDTREE_ALPHATEST)
  4. #define _ALPHATEST_ON
  5. #endif
  6. #ifdef EFFECT_BUMP
  7. #define _NORMALMAP
  8. #endif
  9. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  10. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
  11. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
  12. #ifdef ENABLE_WIND
  13. #define WIND_QUALITY_NONE 0
  14. #define WIND_QUALITY_FASTEST 1
  15. #define WIND_QUALITY_FAST 2
  16. #define WIND_QUALITY_BETTER 3
  17. #define WIND_QUALITY_BEST 4
  18. #define WIND_QUALITY_PALM 5
  19. uniform half _WindQuality;
  20. uniform half _WindEnabled;
  21. #define SPEEDTREE_8_WIND 1 // v7 & v8 use the same shader wind code
  22. #include "SpeedTreeWind.cginc"
  23. #endif
  24. TEXTURE2D(_MainTex);
  25. SAMPLER(sampler_MainTex);
  26. float4 _MainTex_TexelSize;
  27. #ifdef EFFECT_HUE_VARIATION
  28. half4 _HueVariation;
  29. #endif
  30. half4 _Color;
  31. // 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
  32. // For Directional lights, _LightDirection is used when applying shadow Normal Bias.
  33. // 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.
  34. float3 _LightDirection;
  35. float3 _LightPosition;
  36. UNITY_TEXTURE_STREAMING_DEBUG_VARS;
  37. #endif