#ifdef SHADER_VARIABLES_INCLUDE_CB // Buffer pyramid float4 _ColorPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size float4 _DepthPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size float4 _CameraMotionVectorsSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size float4 _ColorPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused float4 _DepthPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused float4 _CameraMotionVectorsScale; // (x,y) = Screen Scale, z = lod count, w = unused // Screen space lighting float _SSRefractionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback float _SSReflectionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback int _SSReflectionEnabled; int _SSReflectionProjectionModel; int _SSReflectionHiZRayMarchBehindObject; int _SSRefractionHiZRayMarchBehindObject; // Ambiant occlusion float4 _AmbientOcclusionParam; // xyz occlusion color, w directLightStrenght float4 _IndirectLightingMultiplier; // .x indirect diffuse multiplier (use with indirect lighting volume controler) #else // Rough refraction texture // Color pyramid (width, height, lodcount, Unused) TEXTURE2D(_ColorPyramidTexture); // Depth pyramid (width, height, lodcount, Unused) TEXTURE2D(_DepthPyramidTexture); // Ambient occlusion texture TEXTURE2D(_AmbientOcclusionTexture); TEXTURE2D(_CameraMotionVectorsTexture); #endif