#ifndef __FEATURES_INC #define __FEATURES_INC //ifex _Gradient_Normals_Enabled==0 #pragma shader_feature_local _GRADIENT_NORMALS //endex //ifex _Marble_Enabled==0 #pragma shader_feature_local _MARBLE //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 _Clearcoat_Enabled==0 #pragma shader_feature_local _CLEARCOAT //endex //ifex _Clearcoat_Mask_Enabled==0 #pragma shader_feature_local _CLEARCOAT_MASK //endex //ifex _Details_Enabled==0 #pragma shader_feature_local _DETAILS //endex //ifex _Cloth_Sheen_Enabled==0 #pragma shader_feature_local _CLOTH_SHEEN //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 //ifex _Vertex_Deformation_Tubes_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION_TUBES #pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_0 #pragma shader_feature_local _VERTEX_DEFORMATION_AXIS_ALIGN #pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_1 #pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_0 #pragma shader_feature_local _VERTEX_DEFORMATION_POINT_ALIGN_0 #pragma shader_feature_local _VERTEX_DEFORMATION_POINT_ALIGN_1 #pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_1 //endex //ifex _Vertex_Deformation_L2_L1_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION_NORM_CONVERSION //endex //ifex _Vertex_Deformation_Seal_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION_SEAL //endex //ifex _Vertex_Deformation_Sine_Waves_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION_SINE_WAVES //endex //ifex _Vertex_Deformation_FBM_Enabled==0 #pragma shader_feature_local _VERTEX_DEFORMATION_FBM //endex //ifex _Unlit==0 #pragma shader_feature_local _UNLIT //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 #endif // __FEATURES_INC