#ifndef INPUT_LUXLWRP_BASE_INCLUDED #define INPUT_LUXLWRP_BASE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // defines a bunch of helper functions (like lerpwhiteto) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" // defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" // defines e.g. "DECLARE_LIGHTMAP_OR_SH" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "../Includes/Lux URP Transparent Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" // Material Inputs CBUFFER_START(UnityPerMaterial) half _FinalAlpha; //half3 _GlassTint; //float _RayLength; float _IOR; half _BumpRefraction; float _IsThinShell; //float _PixelDepth; half4 _BaseColor; half _Smoothness; //half _Metallic; half4 _SpecColor; float _ScreenEdgeFade; // None glass half _SmoothnessBase; half4 _SpecColorBase; //half _Cutoff; //half _ShadowOffset; // Needed by LitMetaPass float4 _BaseMap_ST; float4 _BumpMap_ST; half _BumpScale; float4 _MaskMap_ST; //half _Occlusion; //half _TranslucencyPower; //half _TranslucencyStrength; //half _ShadowStrength; //half _Distortion; half4 _RimColor; half _RimPower; half _RimMinPower; half _RimFrequency; half _RimPerPositionFrequency; CBUFFER_END // Additional textures TEXTURE2D_X(_CameraOpaqueTexture); SAMPLER(sampler_LinearClamp); float4 _CameraOpaqueTexture_TexelSize; SamplerState my_linear_clamp_sampler; #if defined(SHADER_API_GLES) TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); #else TEXTURE2D_X(_CameraDepthTexture); //SAMPLER(sampler_PointClamp); #endif float4 _CameraDepthTexture_TexelSize; #if defined(_MASKMAP) TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap); #endif #if defined(_TINTMAP) TEXTURE2D(_TintMap); SAMPLER(sampler_TintMap); #endif // Global Inputs // Structs struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; // half4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS) DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); //#ifdef _ADDITIONAL_LIGHTS float3 positionWS : TEXCOORD2; //#endif float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; #if defined(_NORMALMAP) float4 tangentWS : TEXCOORD5; #endif half4 fogFactorAndVertexLight : TEXCOORD6; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif float4 projectionCoord : TEXCOORD8; float scale : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { half3 albedo; half alpha; half3 normalTS; half3 emission; half metallic; half3 specular; half smoothness; half occlusion; }; #endif