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#ifndef __GLOBALS_INC
#define __GLOBALS_INC
#include "features.cginc"
SamplerState point_repeat_s;
SamplerState linear_repeat_s;
SamplerState aniso4_trilinear_repeat_s;
SamplerState aniso8_trilinear_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_NORM_CONVERSION)
float _Vertex_Deformation_Norm_Conversion_Input_k;
float _Vertex_Deformation_Norm_Conversion_Output_k;
float _Vertex_Deformation_Norm_Conversion_t;
#endif // _VERTEX_DEFORMATION_NORM_CONVERSION
#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
#if defined(_LOGICAL_TIME)
float _Logical_Time;
#endif // _LOGICAL_TIME
float getTime() {
#if defined(_LOGICAL_TIME)
return _Logical_Time;
#else
return _Time[0];
#endif // _LOGICAL_TIME
}
#if defined(_RAY_MARCHING)
float _Ray_Marching_Max_Dist;
float _Ray_Marching_Min_Dist;
float _Ray_Marching_Max_Iter;
#endif // _RAY_MARCHING
#if defined(_RAY_MARCHING_OVERSTEP)
float _Ray_Marching_Overstepping_Factor;
#endif // _RAY_MARCHING_OVERSTEP
#if defined(_RAY_MARCHING_BAKED_ORIGINS)
int _Baked_Origins_UV_Channel_Index;
#endif // _RAY_MARCHING_BAKED_ORIGINS
#if defined(_RAY_MARCHING_BALL_GRID)
float _Ray_Marching_Ball_Grid_Radius;
float _Ray_Marching_Ball_Grid_Count_X;
float _Ray_Marching_Ball_Grid_Count_Y;
float _Ray_Marching_Ball_Grid_Count_Z;
#endif // _RAY_MARCHING_BALL_GRID
#endif // __GLOBALS_INC
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