67 lines
2.2 KiB
HLSL
67 lines
2.2 KiB
HLSL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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// Has to be declared before lighting gets included!
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struct AdditionalSurfaceData {
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half translucency;
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half skinMask;
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half curvature;
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};
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "../Includes/URP Common.hlsl"
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// Material Inputs
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CBUFFER_START(UnityPerMaterial)
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//skin
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half4 _BaseColor;
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half4 _SpecularColor;
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float4 _BaseMap_ST;
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half _Smoothness;
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half _BumpScale;
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half _Bias;
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half _SkinShadowBias;
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half _SkinShadowSamplingBias;
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half _OcclusionStrength;
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half4 _SubsurfaceColor;
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half _SampleCurvature;
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half _Curvature;
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float2 _DistanceFade;
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half _TranslucencyPower;
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half _TranslucencyStrength;
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half _ShadowStrength;
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half _MaskByShadowStrength;
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half _Distortion;
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half _AmbientReflectionStrength;
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//cloth
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half _Anisotropy;
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half _clothSpecIntensity;
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half _Metallic;
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// Needed by URP 10.1. and depthnormal
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half _Cutoff;
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half _Surface;
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half _Backscatter;
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half _VertexNormal;
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CBUFFER_END
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// Additional textures
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TEXTURE2D(_SSSAOMap); SAMPLER(sampler_SSSAOMap);
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// Global Inputs
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// DOTS - we only define a minimal set here. The user might extend it to whatever is needed.
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/* #ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
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UNITY_DOTS_INSTANCED_PROP(float , _Surface)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor)
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#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface)
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#endif */
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