Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTree7CommonInput.hlsl

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2024-05-06 14:45:45 -04:00
#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"
#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;
#include "SpeedTreeWind.cginc"
#endif
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
float4 _MainTex_MipInfo;
#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;
#endif