#ifndef INPUT_LUXLWRP_BASE_INCLUDED #define INPUT_LUXLWRP_BASE_INCLUDED // Material Inputs CBUFFER_START(UnityPerMaterial) half4 _BaseColor; half4 _SpecularColor; float4 _BaseMap_ST; half _Smoothness; half _BumpScale; half _Bias; half _SkinShadowBias; half _SkinShadowSamplingBias; half _OcclusionStrength; half4 _SubsurfaceColor; half _SampleCurvature; half _Curvature; float2 _DistanceFade; half _TranslucencyPower; half _TranslucencyStrength; half _ShadowStrength; half _MaskByShadowStrength; half _Distortion; half _AmbientReflectionStrength; //#if defined(_RIMLIGHTING) half4 _RimColor; half _RimPower; half _RimMinPower; half _RimFrequency; half _RimPerPositionFrequency; //#endif // Needed by URP 10.1. and depthnormal half _Cutoff; half _Surface; half _Backscatter; half _VertexNormal; // Custom Inputs // Emission float3 _EmissionColor; // Mask float4 _MakeUpMask1_RGB_ST; float4 _MakeUpMask2_RGB_ST; float4 _Mask1_Rchannel_ColorAmountA; float4 _Mask1_Gchannel_ColorAmountA; float4 _Mask1_Bchannel_ColorAmountA; float4 _Mask1_Achannel_ColorAmountA; float4 _Mask2_Rchannel_ColorAmountA; float4 _Mask2_Gchannel_ColorAmountA; float4 _Mask2_Bchannel_ColorAmountA; float4 _Mask1_Rchannel_TextureAmountA_ST; float4 _Mask1_Gchannel_TextureAmountA_ST; float4 _Mask1_Bchannel_TextureAmountA_ST; float4 _Mask1_Achannel_TextureAmountA_ST; float4 _Mask2_Rchannel_TextureAmountA_ST; float4 _Mask2_Gchannel_TextureAmountA_ST; float4 _Mask2_Bchannel_TextureAmountA_ST; float4 _EmissionMap_ST; //catoon float _ToonThesHold; float _ToonHardness; float4 _SpecColor; float _SpecSize; float4 _RimLightDir; float4 _RimLightColor; CBUFFER_END // Additional textures TEXTURE2D(_SSSAOMap); SAMPLER(sampler_SSSAOMap); TEXTURE2D(_MakeUpMask1_RGB); SAMPLER(sampler_MakeUpMask1_RGB); TEXTURE2D(_MakeUpMask2_RGB); SAMPLER(sampler_MakeUpMask2_RGB); TEXTURE2D(_Mask1_Rchannel_TextureAmountA); SAMPLER(sampler_Mask1_Rchannel_TextureAmountA); TEXTURE2D(_Mask1_Gchannel_TextureAmountA); SAMPLER(sampler_Mask1_Gchannel_TextureAmountA); TEXTURE2D(_Mask1_Bchannel_TextureAmountA); SAMPLER(sampler_Mask1_Bchannel_TextureAmountA); TEXTURE2D(_Mask1_Achannel_TextureAmountA); SAMPLER(sampler_Mask1_Achannel_TextureAmountA); TEXTURE2D(_Mask2_Rchannel_TextureAmountA); SAMPLER(sampler_Mask2_Rchannel_TextureAmountA); TEXTURE2D(_Mask2_Gchannel_TextureAmountA); SAMPLER(sampler_Mask2_Gchannel_TextureAmountA); TEXTURE2D(_Mask2_Bchannel_TextureAmountA); SAMPLER(sampler_Mask2_Bchannel_TextureAmountA); #endif