#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" // Has to be declared before lighting gets included! struct AdditionalSurfaceData { half translucency; half skinMask; half curvature; }; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "../Includes/URP Common.hlsl" // Material Inputs CBUFFER_START(UnityPerMaterial) //skin 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; //cloth half _Anisotropy; half _clothSpecIntensity; half _Metallic; // Needed by URP 10.1. and depthnormal half _Cutoff; half _Surface; half _Backscatter; half _VertexNormal; CBUFFER_END // Additional textures TEXTURE2D(_SSSAOMap); SAMPLER(sampler_SSSAOMap); // Global Inputs // DOTS - we only define a minimal set here. The user might extend it to whatever is needed. /* #ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor) UNITY_DOTS_INSTANCED_PROP(float , _Surface) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor) #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface) #endif */