#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 Hair 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) float4 _BaseMap_ST; half4 _BaseColor; half4 _SecondaryColor; half _Cutoff; half _Smoothness; half4 _SpecColor; half _BumpScale; half _StrandDir; half _SpecularShift; half4 _SpecularTint; half _SpecularExponent; half _SecondarySpecularShift; half4 _SecondarySpecularTint; half _SecondarySpecularExponent; half _RimTransmissionIntensity; half _AmbientReflection; //half _OcclusionStrength; //float2 _DistanceFade; #if defined(_RIMLIGHTING) half4 _RimColor; half _RimPower; half _RimMinPower; half _RimFrequency; half _RimPerPositionFrequency; #endif // Needed by URP 10.1. depthnormal half _Surface; CBUFFER_END // Additional textures TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap); //TEXTURE2D(_Dither); SAMPLER(sampler_Dither); float4 _Dither_TexelSize; // Global Inputs //float _FrameIndexMod4; // 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); #if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) float3 positionWS : TEXCOORD2; #endif // Hair lighting always needs tangent and bitangent float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; float4 tangentWS : TEXCOORD5; half4 fogFactorAndVertexLight : TEXCOORD6; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif #endif //float4 screenPos : TEXCOORD8; half4 color : COLOR; 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; half shift; }; #endif