9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
47 lines
1.4 KiB
HLSL
47 lines
1.4 KiB
HLSL
#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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