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#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
float _Clip;
int _Mode;
float _Smoothness;
float _Metallic;
float _Spherical_Harmonics;
float _reflectance;
float _specularAntiAliasingVariance;
float _specularAntiAliasingThreshold;
#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
#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
#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
#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
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