#ifndef __FEATURES_INC #define __FEATURES_INC //ifex _Emissions_Enabled==0 #pragma shader_feature_local _EMISSIONS //endex //ifex _Gradient_Normals_Enabled==0 #pragma shader_feature_local _GRADIENT_NORMALS //endex //ifex _Marble_Enabled==0 #pragma shader_feature_local _MARBLE #pragma shader_feature_local _MARBLE_TIME //endex //ifex _Kintsugi_Enabled==0 #pragma shader_feature_local _KINTSUGI #pragma shader_feature_local _KINTSUGI_NOISE_INVERT #pragma shader_feature_local _KINTSUGI_DOMAIN_WARPING //endex //ifex _Tessellation_Enabled==0 #pragma shader_feature_local _TESSELLATION #pragma shader_feature_local _TESSELLATION_HEIGHTMAP_WORLD_SPACE #pragma shader_feature_local _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL //endex //ifex _Ambient_Occlusion_Enabled==0 #pragma shader_feature_local _AMBIENT_OCCLUSION //endex //ifex _Brightness_Clamp_Enabled==0 #pragma shader_feature_local _BRIGHTNESS_CLAMP //endex //ifex _Wrapped_Lighting_Enabled==0 #pragma shader_feature_local _WRAPPED_LIGHTING //endex //ifex _Outlines_Enabled==0 #pragma shader_feature_local _OUTLINES //endex //ifex _Shadows_Enabled==0 #pragma shader_feature_local _SHADOWS #pragma shader_feature_local _SHADOW_1 //endex //ifex _Bent_Normals_Enabled==0 #pragma shader_feature_local _BENT_NORMALS //endex //ifex _Clearcoat_Enabled==0 #pragma shader_feature_local _CLEARCOAT //endex //ifex _Clearcoat_Normals_Enabled==0 #pragma shader_feature_local _CLEARCOAT_NORMALS //endex //ifex _Clearcoat_Mask_Enabled==0 #pragma shader_feature_local _CLEARCOAT_MASK //endex //ifex _Details_Enabled==0 #pragma shader_feature_local _DETAILS //endex //ifex _Glitter_Enabled==0 #pragma shader_feature_local _GLITTER //endex //ifex _Vertex_Deformation_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION #pragma shader_feature_local _VERTEX_DEFORMATION_FRAGMENT_NORMALS #pragma shader_feature_local _VERTEX_DEFORMATION_TESSELLATION //endex #pragma shader_feature_local _DEBUG_VIEW_UNLIT #pragma shader_feature_local _DEBUG_VIEW_TANGENT_SPACE_NORMALS #pragma shader_feature_local _DEBUG_VIEW_WORLD_SPACE_NORMALS #pragma shader_feature_local _DEBUG_VIEW_OBJECT_SPACE_NORMALS #pragma shader_feature_local _DEBUG_VIEW_METALLIC_GLOSS #pragma shader_feature_local _DEBUG_VIEW_HEIGHT #pragma shader_feature_local _DEBUG_VIEW_DEPTH #pragma shader_feature_local _DEBUG_VIEW_DIRECT_NOH #pragma shader_feature_local _DEBUG_VIEW_DIRECT_LOH #pragma shader_feature_local _DEBUG_VIEW_DIRECT_NOL #pragma shader_feature_local _DEBUG_VIEW_DIRECT_LOV #pragma shader_feature_local _DEBUG_VIEW_DIRECT_COLOR #pragma shader_feature_local _DEBUG_VIEW_NOV #pragma shader_feature_local _DEBUG_VIEW_AO #pragma shader_feature_local _DEBUG_VIEW_INDIRECT_DIFFUSE #pragma shader_feature_local _DEBUG_VIEW_INDIRECT_SPECULAR #pragma shader_feature_local _DEBUG_VIEW_BRDF_D #pragma shader_feature_local _DEBUG_VIEW_BRDF_F #pragma shader_feature_local _DEBUG_VIEW_BRDF_G #pragma shader_feature_local _DEBUG_VIEW_BRDF_DFG #pragma shader_feature_local _DEBUG_VIEW_BRDF_D_CC #pragma shader_feature_local _DEBUG_VIEW_BRDF_F_CC #pragma shader_feature_local _DEBUG_VIEW_BRDF_G_CC #pragma shader_feature_local _DEBUG_VIEW_BRDF_DFG_CC //ifex _Instance_Distance_Culling_Enabled==0 #pragma shader_feature_local _INSTANCE_DISTANCE_CULLING //endex //ifex _Instance_Texture_Offset_Enabled==0 #pragma shader_feature_local _INSTANCE_TEXTURE_OFFSET //endex //ifex _Parallax_Heightmap_Enabled==0 #pragma shader_feature_local _PARALLAX_HEIGHTMAP #pragma shader_feature_local _PARALLAX_HEIGHTMAP_TEXTURE #pragma shader_feature_local _PARALLAX_HEIGHTMAP_RAY_MARCHING //endex //ifex _UV_Scroll_Enabled==0 #pragma shader_feature_local _UV_SCROLL //endex //ifex _Center_Offset_Enabled==0 #pragma shader_feature_local _CENTER_OFFSET //endex //ifex _Shadow_Caster_Enabled==0 #pragma shader_feature_local _SHADOW_CASTER //endex //ifex _Logical_Time_Enabled==0 #pragma shader_feature_local _LOGICAL_TIME //endex //ifex _Ray_Marching_Enabled==0 #pragma shader_feature_local _RAY_MARCHING //endex //ifex _Ray_Marching_Overstepping_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_OVERSTEP //endex //ifex _Ray_Marching_Correct_Repetition_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_CORRECT_REPETITION //endex //ifex _Ray_Marching_Baked_Origins_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_BAKED_ORIGINS //endex //ifex _Ray_Marching_Cart_Instancing_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING //endex //ifex _Ray_Marching_Cart_Instancing_Offsets_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING_OFFSETS //endex //ifex _Ray_Marching_Cart_Grid_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_CART_GRID //endex //ifex _Ray_Marching_Hex_Grid_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_HEX_GRID //endex //ifex _Ray_Marching_Scaling_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_SCALING //endex //ifex _Ray_Marching_Ball_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_BALL //endex //ifex _Ray_Marching_Hexagon_Enabled==0 #pragma shader_feature_local _RAY_MARCHING_HEXAGON //endex //ifex _Decal0_Enabled==0 #pragma shader_feature_local _DECAL0 //endex //ifex _Decal1_Enabled==0 #pragma shader_feature_local _DECAL1 //endex //ifex _Decal2_Enabled==0 #pragma shader_feature_local _DECAL2 //endex //ifex _Decal3_Enabled==0 #pragma shader_feature_local _DECAL3 //endex //ifex _Decal4_Enabled==0 #pragma shader_feature_local _DECAL4 //endex //ifex _Decal5_Enabled==0 #pragma shader_feature_local _DECAL5 //endex //ifex _Decal6_Enabled==0 #pragma shader_feature_local _DECAL6 //endex //ifex _Decal7_Enabled==0 #pragma shader_feature_local _DECAL7 //endex //ifex _Matcap0_Enabled==0 #pragma shader_feature_local _MATCAP0 #pragma shader_feature_local _MATCAP0_QUANTIZATION #pragma shader_feature_local _MATCAP0_MASK //endex //ifex _Matcap1_Enabled==0 #pragma shader_feature_local _MATCAP1 #pragma shader_feature_local _MATCAP1_QUANTIZATION #pragma shader_feature_local _MATCAP1_MASK //endex //ifex _Rim_Lighting0_Enabled==0 #pragma shader_feature_local _RIM_LIGHTING0 #pragma shader_feature_local _RIM_LIGHTING0_QUANTIZATION #pragma shader_feature_local _RIM_LIGHTING0_MASK //endex //ifex _Cloth_Enabled==0 #pragma shader_feature_local _CLOTH //endex //ifex _SSFD_Enabled==0 #pragma shader_feature_local _SSFD #pragma shader_feature_local _SSFD_SHADOW //endex //ifex _Letter_Grid_Enabled==0 #pragma shader_feature_local _LETTER_GRID #pragma shader_feature_local _LETTER_GRID_ANIMATE //endex //ifex _Burley_Tiling_Enabled==0 #pragma shader_feature_local _BURLEY_TILING #pragma shader_feature_local _BURLEY_TILING_MAINTEX #pragma shader_feature_local _BURLEY_TILING_AMBIENT_OCCLUSION #pragma shader_feature_local _BURLEY_TILING_HEIGHTMAP #pragma shader_feature_local _BURLEY_TILING_SMOOTHNESS #pragma shader_feature_local _BURLEY_TILING_SMOOTHNESS_INVERT #pragma shader_feature_local _BURLEY_TILING_NORMAL #pragma shader_feature_local _BURLEY_TILING_ROTATION_CONSTRAINT //endex //ifex _Triplanar_Layer0_Enabled==0 #pragma shader_feature_local _TRIPLANAR_LAYER0 #pragma shader_feature_local _TRIPLANAR_LAYER0_NORMAL #pragma shader_feature_local _TRIPLANAR_LAYER0_METALLIC_GLOSS #pragma shader_feature_local _TRIPLANAR_LAYER0_BURLEY //endex #if defined(_TRIPLANAR_LAYER0) #define TRIPLANAR #endif #if defined(_TRIPLANAR_LAYER0_BURLEY) #define TRIPLANAR_BURLEY #endif #endif // __FEATURES_INC