#ifndef __FEATURES_INC #define __FEATURES_INC //ifex _Material_Type_Cloth_Enabled==0 #pragma shader_feature_local _MATERIAL_TYPE_CLOTH #pragma shader_feature_local _MATERIAL_TYPE_CLOTH_SUBSURFACE //endex //ifex _Alpha_Multiplier_Enabled==0 #pragma shader_feature_local _ALPHA_MULTIPLIER //endex //ifex _Ambient_Occlusion_Enabled==0 #pragma shader_feature_local _AMBIENT_OCCLUSION //endex //ifex _Detail_Maps_Enabled==0 #pragma shader_feature_local _DETAIL_MAPS //endex //ifex _Emission_Enabled==0 #pragma shader_feature_local _EMISSION //endex //ifex _Fallback_Cubemap_Enabled==0 #pragma shader_feature_local _FALLBACK_CUBEMAP //endex //ifex _Wrapped_Lighting_Enabled==0 #pragma shader_feature_local _WRAPPED_LIGHTING //endex //ifex _Brightness_Control_Enabled==0 #pragma shader_feature_local _BRIGHTNESS_CONTROL //endex //ifex _Min_Brightness_Enabled==0 #pragma shader_feature_local _MIN_BRIGHTNESS //endex //ifex _Quantize_NoL_Enabled==0 #pragma shader_feature_local _QUANTIZE_NOL //endex //ifex _Quantize_Specular_Enabled==0 #pragma shader_feature_local _QUANTIZE_SPECULAR //endex //ifex _Clearcoat_Enabled==0 #pragma shader_feature_local _CLEARCOAT //endex //ifex _Metallics_Enabled==0 #pragma shader_feature_local _METALLICS //endex //ifex _Outlines_Enabled==0 #pragma shader_feature_local _OUTLINES //endex //ifex _Outline_Mask_Enabled==0 #pragma shader_feature_local _OUTLINE_MASK //endex //ifex _Matcap0_Enabled==0 #pragma shader_feature_local _MATCAP0 #pragma shader_feature_local _MATCAP0_MASK #pragma shader_feature_local _MATCAP0_QUANTIZATION //endex //ifex _Matcap1_Enabled==0 #pragma shader_feature_local _MATCAP1 #pragma shader_feature_local _MATCAP1_MASK #pragma shader_feature_local _MATCAP1_QUANTIZATION //endex //ifex _Rim_Lighting0_Enabled==0 #pragma shader_feature_local _RIM_LIGHTING0 #pragma shader_feature_local _RIM_LIGHTING0_MASK #pragma shader_feature_local _RIM_LIGHTING0_ANGLE_LIMIT #pragma shader_feature_local _RIM_LIGHTING0_QUANTIZATION //endex //ifex _Rim_Lighting1_Enabled==0 #pragma shader_feature_local _RIM_LIGHTING1 #pragma shader_feature_local _RIM_LIGHTING1_MASK #pragma shader_feature_local _RIM_LIGHTING1_ANGLE_LIMIT #pragma shader_feature_local _RIM_LIGHTING1_QUANTIZATION //endex //ifex _Rim_Lighting2_Enabled==0 #pragma shader_feature_local _RIM_LIGHTING2 #pragma shader_feature_local _RIM_LIGHTING2_MASK #pragma shader_feature_local _RIM_LIGHTING2_ANGLE_LIMIT #pragma shader_feature_local _RIM_LIGHTING2_QUANTIZATION //endex //ifex _Rim_Lighting3_Enabled==0 #pragma shader_feature_local _RIM_LIGHTING3 #pragma shader_feature_local _RIM_LIGHTING3_MASK #pragma shader_feature_local _RIM_LIGHTING3_ANGLE_LIMIT #pragma shader_feature_local _RIM_LIGHTING3_QUANTIZATION //endex //ifex _Face_Me_Enabled==0 #pragma shader_feature_local _FACE_ME //endex //ifex _Decal0_Enabled==0 #pragma shader_feature_local _DECAL0 #pragma shader_feature_local _DECAL0_NORMAL #pragma shader_feature_local _DECAL0_REFLECTIONS //endex //ifex _Vertex_Domain_Warping_Enabled==0 #pragma shader_feature_local _VERTEX_DOMAIN_WARPING //endex //ifex _UV_Domain_Warping_Enabled==0 #pragma shader_feature_local _UV_DOMAIN_WARPING //endex //ifex _Eye_Effect_00_Enabled==0 #pragma shader_feature_local _EYE_EFFECT_00 //endex //ifex _SSFD_Enabled==0 #pragma shader_feature_local _SSFD //endex //ifex _LTCGI_Enabled==0 #pragma shader_feature_local _LTCGI //endex //ifex _ExtraStencilColorPass_Enabled==0 #pragma shader_feature_local _EXTRA_STENCIL_COLOR_PASS //endex //ifex _Focal_Length_Control_Enabled==0 #pragma shader_feature_local _FOCAL_LENGTH_CONTROL //endex //ifex _Glitter_Enabled==0 #pragma shader_feature_local _GLITTER //endex //ifex _Glitter_Emission_Enabled==0 #pragma shader_feature_local _GLITTER_EMISSION //endex //ifex _Glitter_Angle_Limit_Enabled==0 #pragma shader_feature_local _GLITTER_ANGLE_LIMIT //endex //ifex _Glitter_Mask_Enabled==0 #pragma shader_feature_local _GLITTER_MASK //endex #endif // __FEATURES_INC