Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTree7BillboardInput.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNIVERSAL_SPEEDTREE7BILLBOARD_INPUT_INCLUDED
#define UNIVERSAL_SPEEDTREE7BILLBOARD_INPUT_INCLUDED
#define SPEEDTREE_PI 3.14159265359
#define SPEEDTREE_ALPHATEST
half _Cutoff;
#include "SpeedTree7CommonInput.hlsl"
CBUFFER_START(UnityBillboardPerCamera)
float3 unity_BillboardNormal;
float3 unity_BillboardTangent;
float4 unity_BillboardCameraParams;
#define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
#define unity_BillboardCameraXZAngle (unity_BillboardCameraParams.w)
CBUFFER_END
CBUFFER_START(UnityBillboardPerBatch)
float4 unity_BillboardInfo; // x: num of billboard slices; y: 1.0f / (delta angle between slices)
float4 unity_BillboardSize; // x: width; y: height; z: bottom
float4 unity_BillboardImageTexCoords[16];
CBUFFER_END
#define _Surface 0.0 // Speed Trees are always opaque
#endif