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#ifndef LAYERED_LIT_SHADER |
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// Set of users variables |
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float4 _BaseColor; |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER2D(sampler_BaseColorMap); |
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float4 _BaseColorMap_ST; |
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CBUFFER_START(_PerMaterial) |
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float _Metallic; |
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float _Smoothness; |
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TEXTURE2D(_MaskMap); |
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SAMPLER2D(sampler_MaskMap); |
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TEXTURE2D(_SpecularOcclusionMap); |
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SAMPLER2D(sampler_SpecularOcclusionMap); |
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// Set of users variables |
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float4 _BaseColor; |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER2D(sampler_BaseColorMap); |
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float4 _BaseColorMap_ST; |
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TEXTURE2D(_NormalMap); |
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SAMPLER2D(sampler_NormalMap); |
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float _NormalScale; |
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float _Metallic; |
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float _Smoothness; |
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TEXTURE2D(_MaskMap); |
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SAMPLER2D(sampler_MaskMap); |
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TEXTURE2D(_SpecularOcclusionMap); |
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SAMPLER2D(sampler_SpecularOcclusionMap); |
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TEXTURE2D(_DetailMask); |
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SAMPLER2D(sampler_DetailMask); |
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TEXTURE2D(_DetailMap); |
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SAMPLER2D(sampler_DetailMap); |
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float _DetailHeightScale; |
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float _DetailAOScale; |
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TEXTURE2D(_NormalMap); |
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SAMPLER2D(sampler_NormalMap); |
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float _NormalScale; |
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TEXTURE2D(_DetailMask); |
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SAMPLER2D(sampler_DetailMask); |
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TEXTURE2D(_DetailMap); |
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SAMPLER2D(sampler_DetailMap); |
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float _DetailHeightScale; |
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float _DetailAOScale; |
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TEXTURE2D(_HeightMap); |
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SAMPLER2D(sampler_HeightMap); |
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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TEXTURE2D(_HeightMap); |
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SAMPLER2D(sampler_HeightMap); |
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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float _HeightAmplitude; |
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float _HeightCenter; |
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float _HeightAmplitude; |
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float _HeightCenter; |
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TEXTURE2D(_TangentMap); |
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SAMPLER2D(sampler_TangentMap); |
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TEXTURE2D(_TangentMap); |
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SAMPLER2D(sampler_TangentMap); |
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float _Anisotropy; |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER2D(sampler_AnisotropyMap); |
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float _Anisotropy; |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER2D(sampler_AnisotropyMap); |
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//float _SubSurfaceRadius; |
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//TEXTURE2D(_SubSurfaceRadiusMap); |
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//SAMPLER2D(sampler_SubSurfaceRadiusMap); |
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//float _SubSurfaceRadius; |
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//TEXTURE2D(_SubSurfaceRadiusMap); |
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//SAMPLER2D(sampler_SubSurfaceRadiusMap); |
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// float _Thickness; |
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//TEXTURE2D(_ThicknessMap); |
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//SAMPLER2D(sampler_ThicknessMap); |
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// float _Thickness; |
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//TEXTURE2D(_ThicknessMap); |
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//SAMPLER2D(sampler_ThicknessMap); |
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// float _CoatCoverage; |
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//TEXTURE2D(_CoatCoverageMap); |
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//SAMPLER2D(sampler_CoatCoverageMap); |
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// float _CoatCoverage; |
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//TEXTURE2D(_CoatCoverageMap); |
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//SAMPLER2D(sampler_CoatCoverageMap); |
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// float _CoatRoughness; |
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//TEXTURE2D(_CoatRoughnessMap); |
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//SAMPLER2D(sampler_CoatRoughnessMap); |
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// float _CoatRoughness; |
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//TEXTURE2D(_CoatRoughnessMap); |
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//SAMPLER2D(sampler_CoatRoughnessMap); |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER2D(sampler_DiffuseLightingMap); |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER2D(sampler_DiffuseLightingMap); |
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER2D(sampler_DistortionVectorMap); |
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER2D(sampler_DistortionVectorMap); |
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float3 _EmissiveColor; |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER2D(sampler_EmissiveColorMap); |
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float _EmissiveIntensity; |
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float3 _EmissiveColor; |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER2D(sampler_EmissiveColorMap); |
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float _EmissiveIntensity; |
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float _AlphaCutoff; |
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float _AlphaCutoff; |
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float _TexWorldScale; |
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float _UVMappingPlanar; |
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float4 _UVMappingMask; |
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float4 _UVDetailsMappingMask; |
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float _TexWorldScale; |
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float _UVMappingPlanar; |
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float4 _UVMappingMask; |
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float4 _UVDetailsMappingMask; |
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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CBUFFER_END |
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#else // LAYERED_LIT_SHADER |
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