Lux URP Skin Inputs Custom.hlsl 2.9 KB

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  1. #ifndef INPUT_LUXLWRP_BASE_INCLUDED
  2. #define INPUT_LUXLWRP_BASE_INCLUDED
  3. // Material Inputs
  4. CBUFFER_START(UnityPerMaterial)
  5. half4 _BaseColor;
  6. half4 _SpecularColor;
  7. float4 _BaseMap_ST;
  8. half _Smoothness;
  9. half _BumpScale;
  10. half _Bias;
  11. half _SkinShadowBias;
  12. half _SkinShadowSamplingBias;
  13. half _OcclusionStrength;
  14. half4 _SubsurfaceColor;
  15. half _SampleCurvature;
  16. half _Curvature;
  17. float2 _DistanceFade;
  18. half _TranslucencyPower;
  19. half _TranslucencyStrength;
  20. half _ShadowStrength;
  21. half _MaskByShadowStrength;
  22. half _Distortion;
  23. half _AmbientReflectionStrength;
  24. //#if defined(_RIMLIGHTING)
  25. half4 _RimColor;
  26. half _RimPower;
  27. half _RimMinPower;
  28. half _RimFrequency;
  29. half _RimPerPositionFrequency;
  30. //#endif
  31. // Needed by URP 10.1. and depthnormal
  32. half _Cutoff;
  33. half _Surface;
  34. half _Backscatter;
  35. half _VertexNormal;
  36. // Custom Inputs
  37. // Emission
  38. float3 _EmissionColor;
  39. // Mask
  40. float4 _MakeUpMask1_RGB_ST;
  41. float4 _MakeUpMask2_RGB_ST;
  42. float4 _Mask1_Rchannel_ColorAmountA;
  43. float4 _Mask1_Gchannel_ColorAmountA;
  44. float4 _Mask1_Bchannel_ColorAmountA;
  45. float4 _Mask1_Achannel_ColorAmountA;
  46. float4 _Mask2_Rchannel_ColorAmountA;
  47. float4 _Mask2_Gchannel_ColorAmountA;
  48. float4 _Mask2_Bchannel_ColorAmountA;
  49. float4 _Mask1_Rchannel_TextureAmountA_ST;
  50. float4 _Mask1_Gchannel_TextureAmountA_ST;
  51. float4 _Mask1_Bchannel_TextureAmountA_ST;
  52. float4 _Mask1_Achannel_TextureAmountA_ST;
  53. float4 _Mask2_Rchannel_TextureAmountA_ST;
  54. float4 _Mask2_Gchannel_TextureAmountA_ST;
  55. float4 _Mask2_Bchannel_TextureAmountA_ST;
  56. float4 _EmissionMap_ST;
  57. //catoon
  58. float _ToonThesHold;
  59. float _ToonHardness;
  60. float4 _SpecColor;
  61. float _SpecSize;
  62. float4 _RimLightDir;
  63. float4 _RimLightColor;
  64. CBUFFER_END
  65. // Additional textures
  66. TEXTURE2D(_SSSAOMap); SAMPLER(sampler_SSSAOMap);
  67. TEXTURE2D(_MakeUpMask1_RGB);
  68. SAMPLER(sampler_MakeUpMask1_RGB);
  69. TEXTURE2D(_MakeUpMask2_RGB);
  70. SAMPLER(sampler_MakeUpMask2_RGB);
  71. TEXTURE2D(_Mask1_Rchannel_TextureAmountA);
  72. SAMPLER(sampler_Mask1_Rchannel_TextureAmountA);
  73. TEXTURE2D(_Mask1_Gchannel_TextureAmountA);
  74. SAMPLER(sampler_Mask1_Gchannel_TextureAmountA);
  75. TEXTURE2D(_Mask1_Bchannel_TextureAmountA);
  76. SAMPLER(sampler_Mask1_Bchannel_TextureAmountA);
  77. TEXTURE2D(_Mask1_Achannel_TextureAmountA);
  78. SAMPLER(sampler_Mask1_Achannel_TextureAmountA);
  79. TEXTURE2D(_Mask2_Rchannel_TextureAmountA);
  80. SAMPLER(sampler_Mask2_Rchannel_TextureAmountA);
  81. TEXTURE2D(_Mask2_Gchannel_TextureAmountA);
  82. SAMPLER(sampler_Mask2_Gchannel_TextureAmountA);
  83. TEXTURE2D(_Mask2_Bchannel_TextureAmountA);
  84. SAMPLER(sampler_Mask2_Bchannel_TextureAmountA);
  85. #endif