#ifndef __GLOBALS_INC #define __GLOBALS_INC #include "features.cginc" SamplerState point_repeat_s; SamplerState linear_repeat_s; SamplerState linear_clamp_s; SamplerState trilinear_repeat_s; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; sampler2D _BumpMap; float4 _BumpMap_ST; half _BumpScale; float _BumpShadowHeightScale; float _BumpShadowHardness; float _VRChatMirrorMode; float3 _VRChatMirrorCameraPos; #if defined(_FACE_ME) float _Face_Me_Enabled_Dynamic; #endif #if defined(_ALPHA_MULTIPLIER) float _Alpha_Multiplier; #endif #if defined(_EMISSION) sampler2D _EmissionMap; float4 _EmissionMap_ST; float3 _EmissionColor; #endif #if defined(_FALLBACK_CUBEMAP) UNITY_DECLARE_TEXCUBE(_Fallback_Cubemap); half4 _Fallback_Cubemap_HDR; float _Fallback_Cubemap_Brightness; float _Fallback_Cubemap_Force; #endif #if defined(_AMBIENT_OCCLUSION) sampler2D _OcclusionMap; float _OcclusionStrength; #endif #if defined(_DETAIL_MAPS) texture2D _DetailMask; sampler2D _DetailAlbedoMap; float4 _DetailAlbedoMap_ST; sampler2D _DetailNormalMap; float4 _DetailNormalMap_ST; float _DetailNormalMapScale; #endif float _Shadow_Strength; #if defined(_WRAPPED_LIGHTING) float _Wrap_NoL_Diffuse_Strength; float _Wrap_NoL_Specular_Strength; #endif #if defined(_BRIGHTNESS_CONTROL) float _Brightness_Multiplier; #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(_CLEARCOAT) float _Clearcoat_Strength; float _Clearcoat_Roughness; #endif #if defined(OUTLINE_PASS) float _Outlines_Enabled_Dynamic; float4 _Outline_Color; float _Outline_Emission; float _Outline_Width; #if defined(_OUTLINE_MASK) texture2D _Outline_Mask; float _Outline_Mask_Invert; #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 #define MATCAP_TARGET_ALBEDO (1) #define MATCAP_TARGET_DIFFUSE (2) #define MATCAP_TARGET_SPECULAR (4) #if defined(_MATCAP0) texture2D _Matcap0; uint _Matcap0_Mode; uint _Matcap0_Target_Mask; float _Matcap0_Invert; float _Matcap0_Strength; #if defined(_MATCAP0_MASK) texture2D _Matcap0_Mask; float4 _Matcap0_Mask_ST; #endif #if defined(_MATCAP0_QUANTIZATION) float _Matcap0_Quantization_Steps; #endif #endif #if defined(_MATCAP1) texture2D _Matcap1; uint _Matcap1_Mode; uint _Matcap1_Target_Mask; float _Matcap1_Invert; float _Matcap1_Strength; #if defined(_MATCAP1_MASK) texture2D _Matcap1_Mask; float4 _Matcap1_Mask_ST; #endif #if defined(_MATCAP1_QUANTIZATION) float _Matcap1_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; uint _Rim_Lighting0_Target_Mask; #if defined(_RIM_LIGHTING0_MASK) texture2D _Rim_Lighting0_Mask; float4 _Rim_Lighting0_Mask_ST; #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; uint _Rim_Lighting1_Target_Mask; #if defined(_RIM_LIGHTING1_MASK) texture2D _Rim_Lighting1_Mask; float4 _Rim_Lighting1_Mask_ST; #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; uint _Rim_Lighting2_Target_Mask; #if defined(_RIM_LIGHTING2_MASK) texture2D _Rim_Lighting2_Mask; float4 _Rim_Lighting2_Mask_ST; #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; uint _Rim_Lighting3_Target_Mask; #if defined(_RIM_LIGHTING3_MASK) texture2D _Rim_Lighting3_Mask; float4 _Rim_Lighting3_Mask_ST; #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 #define DECAL_TILING_MODE_CLAMP 0 #define DECAL_TILING_MODE_TILE 1 #define DECAL_ALPHA_BLEND_MODE_ALPHA_BLEND 0 #define DECAL_ALPHA_BLEND_MODE_REPLACE 1 #define DECLARE_DECAL_VARIABLES(n) \ texture2D _Decal##n##_MainTex; \ float4 _Decal##n##_MainTex_ST; \ float4 _Decal##n##_Color; \ float _Decal##n##_Opacity; \ float _Decal##n##_Angle; \ float _Decal##n##_UV_Channel; \ float _Decal##n##_Tiling_Mode; \ float _Decal##n##_Alpha_Blend_Mode; \ float _Decal##n##_Normal_Enabled; \ texture2D _Decal##n##_Normal; \ float4 _Decal##n##_Normal_ST; \ float _Decal##n##_Normal_Scale; \ \ float _Decal##n##_Reflections_Enabled; \ texture2D _Decal##n##_MetallicGlossMap; \ float4 _Decal##n##_MetallicGlossMap_ST; \ float _Decal##n##_Smoothness; \ float _Decal##n##_Metallic; \ \ float _Decal##n##_SDF_Enabled; \ float _Decal##n##_SDF_Threshold; \ float _Decal##n##_SDF_Invert; \ float _Decal##n##_SDF_Softness; \ float _Decal##n##_SDF_Px_Range; \ \ float _Decal##n##_Mask_Enabled; \ texture2D _Decal##n##_Mask; \ float4 _Decal##n##_Mask_ST; \ \ texture2D _Decal##n##_CMYK_Warping_Planes_Noise; \ float _Decal##n##_CMYK_Warping_Planes_Strength; \ float _Decal##n##_CMYK_Warping_Planes_Scale; \ float _Decal##n##_CMYK_Warping_Planes_Speed; \ \ texture2D _Decal##n##_Domain_Warping_Noise; \ float _Decal##n##_Domain_Warping_Octaves; \ float _Decal##n##_Domain_Warping_Strength; \ float _Decal##n##_Domain_Warping_Scale; \ float _Decal##n##_Domain_Warping_Speed; #if defined(_DECAL0) DECLARE_DECAL_VARIABLES(0) #endif #if defined(_DECAL1) DECLARE_DECAL_VARIABLES(1) #endif #if defined(_DECAL2) DECLARE_DECAL_VARIABLES(2) #endif #if defined(_DECAL3) DECLARE_DECAL_VARIABLES(3) #endif #if defined(_DECAL4) DECLARE_DECAL_VARIABLES(4) #endif #if defined(_DECAL5) DECLARE_DECAL_VARIABLES(5) #endif #if defined(_DECAL6) DECLARE_DECAL_VARIABLES(6) #endif #if defined(_DECAL7) DECLARE_DECAL_VARIABLES(7) #endif #if defined(_VERTEX_DOMAIN_WARPING) texture3D _Vertex_Domain_Warping_Noise; float _Vertex_Domain_Warping_Strength; float _Vertex_Domain_Warping_Scale; float _Vertex_Domain_Warping_Octaves; float _Vertex_Domain_Warping_Speed; #endif // _VERTEX_DOMAIN_WARPING #if defined(_VERTEX_DOMAIN_WARPING_AUDIOLINK) float _Vertex_Domain_Warping_Audiolink_VU_Strength_Factor; float _Vertex_Domain_Warping_Audiolink_VU_Scale_Factor; #endif // _VERTEX_DOMAIN_WARPING_AUDIOLINK #if defined(_UV_DOMAIN_WARPING) texture2D _UV_Domain_Warping_Noise; float _UV_Domain_Warping_Spatial_Strength; float _UV_Domain_Warping_Spatial_Scale; float _UV_Domain_Warping_Spatial_Octaves; float _UV_Domain_Warping_Spatial_Speed; float2 _UV_Domain_Warping_Spatial_Direction; #endif #if defined(_EYE_EFFECT_00) float _Gimmick_Eye_Effect_00_Edge_Length; float3 _Gimmick_Eye_Effect_00_Period; float3 _Gimmick_Eye_Effect_00_Count; texture2D _Gimmick_Eye_Effect_00_Noise; float _Gimmick_Eye_Effect_00_Domain_Warping_Octaves; float _Gimmick_Eye_Effect_00_Domain_Warping_Scale; float _Gimmick_Eye_Effect_00_Domain_Warping_Speed; float _Gimmick_Eye_Effect_00_Domain_Warping_Strength; #endif // _EYE_EFFECT_00 #if defined(_SSFD) float _SSFD_Scale; float _SSFD_Max_Fwidth; texture3D _SSFD_Noise; float _SSFD_Size_Factor; float _SSFD_Threshold; #endif // _SSFD #if defined(_LTCGI) float _LTCGI_Strength; float4 _LTCGI_SpecularColor; float4 _LTCGI_DiffuseColor; #endif // _LTCGI #if defined(MASKED_STENCIL1_PASS) texture2D _Masked_Stencil1_Mask; #endif // MASKED_STENCIL1_PASS #if defined(MASKED_STENCIL2_PASS) texture2D _Masked_Stencil2_Mask; #endif // MASKED_STENCIL2_PASS #if defined(MASKED_STENCIL3_PASS) texture2D _Masked_Stencil3_Mask; #endif // MASKED_STENCIL3_PASS #if defined(MASKED_STENCIL4_PASS) texture2D _Masked_Stencil4_Mask; #endif // MASKED_STENCIL4_PASS #if defined(EXTRA_STENCIL_COLOR_PASS) float4 _ExtraStencilColor; #endif // EXTRA_STENCIL_COLOR_PASS #if defined(_FOCAL_LENGTH_CONTROL) float _Focal_Length_Enabled_Dynamic; float _Focal_Length_Multiplier; #endif // _FOCAL_LENGTH_CONTROL #if defined(_GLITTER) float4 _Glitter_Color; float3 _Glitter_Emission; float _Glitter_Layers; float _Glitter_Grid_Size; float _Glitter_Size; float _Glitter_Major_Minor_Ratio; float _Glitter_Angle_Randomization_Range; float _Glitter_Center_Randomization_Range; float _Glitter_Size_Randomization_Range; float _Glitter_Existence_Chance; #if defined(_GLITTER_ANGLE_LIMIT) float _Glitter_Angle_Limit; float _Glitter_Angle_Limit_Transition_Width; #endif // _GLITTER_ANGLE_LIMIT #if defined(_GLITTER_MASK) texture2D _Glitter_Mask; #endif // _GLITTER_MASK #endif // _GLITTER #if defined(_MATERIAL_TYPE_CLOTH) texture2D _Cloth_Mask; float3 _Cloth_Sheen_Color; float _Cloth_Direct_Multiplier; float _Cloth_Indirect_Multiplier; #if defined(_MATERIAL_TYPE_CLOTH_SUBSURFACE) float3 _Cloth_Subsurface_Color; #endif // _MATERIAL_TYPE_CLOTH_SUBSURFACE #endif // _MATERIAL_TYPE_CLOTH #if defined(_HARNACK_TRACING_GYROID) float _Harnack_Tracing_Gyroid_Speed; float _Harnack_Tracing_Gyroid_Scale; #endif // _HARNACK_TRACING_GYROID #if defined(_FALSE_COLOR_VISUALIZATION) float _False_Color_Visualization_Luminance; float _False_Color_Visualization_Luminance_Bounded; #endif // _FALSE_COLOR_VISUALIZATION #if defined(_LETTER_GRID) texture2D _Letter_Grid_Texture; float4 _Letter_Grid_Texture_TexelSize; float _Letter_Grid_Tex_Res_X; float _Letter_Grid_Tex_Res_Y; float _Letter_Grid_Res_X; float _Letter_Grid_Res_Y; float4 _Letter_Grid_Data_Row_0; float4 _Letter_Grid_Data_Row_1; float4 _Letter_Grid_Data_Row_2; float4 _Letter_Grid_Data_Row_3; float4 _Letter_Grid_UV_Scale_Offset; float _Letter_Grid_Padding; float4 _Letter_Grid_Color; float _Letter_Grid_Metallic; float _Letter_Grid_Roughness; float _Letter_Grid_Emission; texture2D _Letter_Grid_Mask; float _Letter_Grid_Global_Offset; float _Letter_Grid_Screen_Px_Range; float _Letter_Grid_Min_Screen_Px_Range; float _Letter_Grid_Blurriness; float _Letter_Grid_Alpha_Threshold; #endif // _LETTER_GRID #if defined(_SHATTER_WAVE) float4 _Shatter_Wave_Amplitude; float4 _Shatter_Wave_Wavelength; float4 _Shatter_Wave_Speed; float4 _Shatter_Wave_Period; float4 _Shatter_Wave_Time_Offset; float4 _Shatter_Wave_Power; float3 _Shatter_Wave_Direction0; float3 _Shatter_Wave_Direction1; float3 _Shatter_Wave_Direction2; float3 _Shatter_Wave_Direction3; #endif // _SHATTER_WAVE #if defined(_SHATTER_WAVE_AUDIOLINK) float4 _Shatter_Wave_Chronotensity_Weights0; float4 _Shatter_Wave_Chronotensity_Weights1; float4 _Shatter_Wave_Chronotensity_Weights2; float4 _Shatter_Wave_Chronotensity_Weights3; float4 _Shatter_Wave_Chronotensity_Time_Factor; #endif // _SHATTER_WAVE_AUDIOLINK #if defined(_SHATTER_WAVE_ROTATION) float4 _Shatter_Wave_Rotation_Strength; #endif // _SHATTER_WAVE_ROTATION #if defined(_TESSELLATION) float _Tessellation_Factor; #endif // _TESSELLATION #if defined(_TESSELLATION_HEIGHTMAP) texture2D _Tessellation_Heightmap; float4 _Tessellation_Heightmap_ST; float _Tessellation_Heightmap_Scale; float _Tessellation_Heightmap_Offset; #endif // _TESSELLATION_HEIGHTMAP #if defined(_TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL) float3 _Tessellation_Heightmap_Direction_Control_Vector; #endif // _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL #if defined(_TESSELLATION_RANGE_FACTOR) float _Tessellation_Range_Factor_Distance_Near; float _Tessellation_Range_Factor_Factor_Near; float _Tessellation_Range_Factor_Distance_Far; float _Tessellation_Range_Factor_Factor_Far; #endif // _TESSELLATION_RANGE_FACTOR #if defined(_SPHERIZE) float _Spherize_Radius; float _Spherize_Strength; #endif // _SPHERIZE #if defined(_3D_SDF) texture3D _3D_SDF_Texture; float4 _3D_SDF_ST; float _3D_SDF_UV_Channel; float4 _3D_SDF_Thresholds; float4 _3D_SDF_Color_0; float4 _3D_SDF_Color_1; float4 _3D_SDF_Color_2; float4 _3D_SDF_Color_3; float _3D_SDF_Z; float _3D_SDF_Z_Speed; #endif // _3D_SDF #if defined(_CUSTOM30) float _Custom30_ro_Offset; #endif #if defined(_CUSTOM30_BASICPLATFORM) float3 _Custom30_BasicPlatform_Size; float _Custom30_BasicPlatform_Frame_D; float _Custom30_BasicPlatform_Core_D; #endif // _CUSTOM30_BASICPLATFORM #if defined(_CUSTOM30_BASICPLATFORM_CHAMFER) float3 _Custom30_BasicPlatform_Chamfer_Size; #endif // _CUSTOM30_BASICPLATFORM_CHAMFER #endif // __GLOBALS_INC