#ifndef __GLOBALS_INC #define __GLOBALS_INC #include "features.cginc" SamplerState point_repeat_s; SamplerState linear_repeat_s; SamplerState aniso16_trilinear_repeat_s; SamplerState bilinear_repeat_s; SamplerState linear_clamp_s; SamplerState bilinear_clamp_s; SamplerState trilinear_repeat_s; int _Mode; // opaque, cutout, transparent, etc. texture2D _MainTex; float4 _MainTex_ST; float4 _Color; texture2D _BumpMap; float4 _BumpMap_ST; float _BumpScale; texture2D _MetallicGlossMap; float4 _MetallicGlossMap_ST; float _Glossiness; float _Metallic; texture2D _DFG_LUT; float _Specular_AA_Variance; float _Specular_AA_Threshold; float _BRDF_Specular_Min_Denom; #if defined(_MARBLE) texture2D _Marble_U_Ramp; texture2D _Marble_V_Ramp; texture2D _Marble_W_Ramp; float3 _Marble_Scale; float _Marble_Octaves; float _Marble_Strength; #endif // _MARBLE #if defined(_TESSELLATION) float _Tessellation_Factor; float _Tessellation_Frustum_Culling_Bias; float _Tessellation_Falloff_Factor; #endif // _TESSELLATION #if defined(_CLEARCOAT) float _Clearcoat_Strength; float _Clearcoat_Roughness; #endif // _CLEARCOAT #if defined(_CLOTH_SHEEN) float _Cloth_Sheen_Strength; float3 _Cloth_Sheen_Color; texture2D _Cloth_Sheen_DFG_LUT; #endif // _CLOTH_SHEEN #if defined(_VERTEX_DEFORMATION_XY_TUBE) float _Vertex_Deformation_XY_Tube_t; #endif // _VERTEX_DEFORMATION_XY_TUBE #if defined(_VERTEX_DEFORMATION_XZ_TUBE) float _Vertex_Deformation_XZ_Tube_t; #endif // _VERTEX_DEFORMATION_XZ_TUBE #if defined(_VERTEX_DEFORMATION_YZ_TUBE) float _Vertex_Deformation_YZ_Tube_t; #endif // _VERTEX_DEFORMATION_YZ_TUBE #if defined(_VERTEX_DEFORMATION_SEAL) float _Vertex_Deformation_Seal_A; float _Vertex_Deformation_Seal_k; float _Vertex_Deformation_Seal_t; #endif // _VERTEX_DEFORMATION_SEAL #if defined(_VERTEX_DEFORMATION_SINE_WAVES) float3 _Vertex_Deformation_Sine_Waves_Amplitude; float3 _Vertex_Deformation_Sine_Waves_Direction; float3 _Vertex_Deformation_Sine_Waves_k; float3 _Vertex_Deformation_Sine_Waves_omega; #endif // _VERTEX_DEFORMATION_SINE_WAVES #if defined(_VERTEX_DEFORMATION_FBM) float3 _Vertex_Deformation_FBM_Velocity; float _Vertex_Deformation_FBM_Amplitude; float _Vertex_Deformation_FBM_Gain; float _Vertex_Deformation_FBM_Lacunarity; float _Vertex_Deformation_FBM_Scale; float _Vertex_Deformation_FBM_Octaves; #endif // _VERTEX_DEFORMATION_FBM #if defined(_UV_SCROLL) float2 _UV_Scroll_Speed; #endif // _UV_SCROLL #if defined(_CENTER_OFFSET) texture2D _Center_Offset_Heightmap; float4 _Center_Offset_Heightmap_ST; float _Center_Offset_Factor; #endif // _CENTER_OFFSET #endif // __GLOBALS_INC