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- #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
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