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kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

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HLSL

#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 */