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float4x4 unity_ObjectToWorld; |
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float4x4 unity_WorldToObject; |
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float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels |
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real4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels |
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float4 unity_DynamicLightmapST; |
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float4 unity_SHAr; |
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float4 unity_SHAg; |
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float4 unity_SHAb; |
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float4 unity_SHBr; |
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float4 unity_SHBg; |
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float4 unity_SHBb; |
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float4 unity_SHC; |
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// x = Disabled(0)/Enabled(1) |
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// y = Computation are done in global space(0) or local space(1) |
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// z = Texel size on U texture coordinate |
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float4 unity_ProbeVolumeParams; |
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float4x4 unity_ProbeVolumeWorldToObject; |
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float3 unity_ProbeVolumeSizeInv; |
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float3 unity_ProbeVolumeMin; |
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real4 unity_SHAr; |
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real4 unity_SHAg; |
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real4 unity_SHAb; |
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real4 unity_SHBr; |
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real4 unity_SHBg; |
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real4 unity_SHBb; |
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real4 unity_SHC; |
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float4 unity_ProbesOcclusion; |
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real4 unity_ProbesOcclusion; |
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half4 unity_SpecCube0_HDR; |
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real4 unity_SpecCube0_HDR; |
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half4 unity_Lightmap_HDR; |
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real4 unity_Lightmap_HDR; |
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half4 unity_LightIndicesOffsetAndCount; |
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half4 unity_4LightIndices0; |
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half4 unity_4LightIndices1; |
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real4 unity_LightIndicesOffsetAndCount; |
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real4 unity_4LightIndices0; |
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real4 unity_4LightIndices1; |
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CBUFFER_END |
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#if defined(USING_STEREO_MATRICES) && defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
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CBUFFER_START(UnityStereoEyeIndices) |
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float4 unity_StereoEyeIndices[2]; |
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real4 unity_StereoEyeIndices[2]; |
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CBUFFER_END |
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#endif |
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// ---------------------------------------------------------------------------- |
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CBUFFER_START(UnityPerFrame) |
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float4 glstate_lightmodel_ambient; |
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float4 unity_AmbientSky; |
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float4 unity_AmbientEquator; |
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float4 unity_AmbientGround; |
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float4 unity_IndirectSpecColor; |
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real4 glstate_lightmodel_ambient; |
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real4 unity_AmbientSky; |
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real4 unity_AmbientEquator; |
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real4 unity_AmbientGround; |
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real4 unity_IndirectSpecColor; |
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half4 unity_FogColor; |
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real4 unity_FogColor; |
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#if !defined(USING_STEREO_MATRICES) |
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float4x4 glstate_matrix_projection; |
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int unity_StereoEyeIndex; |
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#endif |
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float4 unity_ShadowColor; |
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real4 unity_ShadowColor; |
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CBUFFER_END |
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// ---------------------------------------------------------------------------- |
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