#ifndef __GLOBALS_INC #define __GLOBALS_INC #include "features.cginc" SamplerState linear_repeat_s; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; sampler2D _BumpMap; float4 _BumpMap_ST; half _BumpScale; float _BumpShadowHeightScale; float _BumpShadowHardness; #if defined(_AMBIENT_OCCLUSION) sampler2D _OcclusionMap; float _OcclusionStrength; #endif float _Shadow_Strength; #if defined(_WRAPPED_LIGHTING) float _Wrap_NoL_Diffuse_Strength; float _Wrap_NoL_Specular_Strength; #endif #if defined(_MIN_BRIGHTNESS) float _Min_Brightness; #endif #if defined(_QUANTIZE_NOL) float _Quantize_NoL_Steps; #endif #if defined(_QUANTIZE_SPECULAR) float _Quantize_Specular_Steps; #endif #if defined(_QUANTIZE_DIFFUSE) float _Quantize_Diffuse_Steps; #endif float _Clip; int _Mode; float _Spherical_Harmonics; float _reflectance; float _specularAntiAliasingVariance; float _specularAntiAliasingThreshold; #if defined(_METALLICS) float _Smoothness; float _Metallic; sampler2D _MetallicGlossMap; float4 _MetallicGlossMap_ST; #endif #if defined(OUTLINE_PASS) float4 _Outline_Color; float _Outline_Width; #if defined(_OUTLINE_MASK) texture2D _Outline_Mask; #endif #endif #define MATCAP_MODE_REPLACE 0 #define MATCAP_MODE_ADD 1 #define MATCAP_MODE_MULTIPLY 2 #define MATCAP_MODE_SUBTRACT 3 #define MATCAP_MODE_ADD_PRODUCT 4 #if defined(_MATCAP0) texture2D _Matcap0; uint _Matcap0_Mode; float _Matcap0_Invert; float _Matcap0_Strength; #if defined(_MATCAP0_MASK) texture2D _Matcap0_Mask; #endif #if defined(_MATCAP0_QUANTIZATION) float _Matcap0_Quantization_Steps; #endif #endif #if defined(_RIM_LIGHTING0) uint _Rim_Lighting0_Mode; float _Rim_Lighting0_Center; float _Rim_Lighting0_Power; float3 _Rim_Lighting0_Color; float _Rim_Lighting0_Brightness; #if defined(_RIM_LIGHTING0_MASK) texture2D _Rim_Lighting0_Mask; #endif #if defined(_RIM_LIGHTING0_ANGLE_LIMIT) float2 _Rim_Lighting0_Angle_Limit_Target_Vector; float _Rim_Lighting0_Angle_Limit_Power; #endif #if defined(_RIM_LIGHTING0_QUANTIZATION) float _Rim_Lighting0_Quantization_Steps; #endif #endif #if defined(_RIM_LIGHTING1) uint _Rim_Lighting1_Mode; float _Rim_Lighting1_Center; float _Rim_Lighting1_Power; float3 _Rim_Lighting1_Color; float _Rim_Lighting1_Brightness; #if defined(_RIM_LIGHTING1_MASK) texture2D _Rim_Lighting1_Mask; #endif #if defined(_RIM_LIGHTING1_ANGLE_LIMIT) float2 _Rim_Lighting1_Angle_Limit_Target_Vector; float _Rim_Lighting1_Angle_Limit_Power; #endif #if defined(_RIM_LIGHTING1_QUANTIZATION) float _Rim_Lighting1_Quantization_Steps; #endif #endif #if defined(_RIM_LIGHTING2) uint _Rim_Lighting2_Mode; float _Rim_Lighting2_Center; float _Rim_Lighting2_Power; float3 _Rim_Lighting2_Color; float _Rim_Lighting2_Brightness; #if defined(_RIM_LIGHTING2_MASK) texture2D _Rim_Lighting2_Mask; #endif #if defined(_RIM_LIGHTING2_ANGLE_LIMIT) float2 _Rim_Lighting2_Angle_Limit_Target_Vector; float _Rim_Lighting2_Angle_Limit_Power; #endif #if defined(_RIM_LIGHTING2_QUANTIZATION) float _Rim_Lighting2_Quantization_Steps; #endif #endif #if defined(_RIM_LIGHTING3) uint _Rim_Lighting3_Mode; float _Rim_Lighting3_Center; float _Rim_Lighting3_Power; float3 _Rim_Lighting3_Color; float _Rim_Lighting3_Brightness; #if defined(_RIM_LIGHTING3_MASK) texture2D _Rim_Lighting3_Mask; #endif #if defined(_RIM_LIGHTING3_ANGLE_LIMIT) float2 _Rim_Lighting3_Angle_Limit_Target_Vector; float _Rim_Lighting3_Angle_Limit_Power; #endif #if defined(_RIM_LIGHTING3_QUANTIZATION) float _Rim_Lighting3_Quantization_Steps; #endif #endif #if defined(_VERTEX_DOMAIN_WARPING) float _Vertex_Domain_Warping_Spatial_Strength; float _Vertex_Domain_Warping_Spatial_Scale; float _Vertex_Domain_Warping_Spatial_Octaves; float _Vertex_Domain_Warping_Speed; float _Vertex_Domain_Warping_Temporal_Strength; #endif // _VERTEX_DOMAIN_WARPING #endif // __GLOBALS_INC