#ifndef __FEATURE_MACROS_INC #define __FEATURE_MACROS_INC #define EXPERIMENT__CUSTOM_DEPTH #pragma shader_feature_local _ _BASECOLOR_MAP #pragma shader_feature_local _ _NORMAL_MAP #pragma shader_feature_local _ _METALLIC_MAP #pragma shader_feature_local _ _ROUGHNESS_MAP #pragma shader_feature_local _ _PBR_SAMPLER_REPEAT #pragma shader_feature_local _ _PBR_SAMPLER_CLAMP #pragma shader_feature_local _ _CUBEMAP #pragma shader_feature_local _ _EMISSION #pragma shader_feature_local _ _EMISSION0 #pragma shader_feature_local _ _EMISSION1 #pragma shader_feature_local _ _RENDERING_CUTOUT #pragma shader_feature_local _ _RENDERING_CUTOUT_STOCHASTIC #pragma shader_feature_local _ _RENDERING_FADE #pragma shader_feature_local _ _RENDERING_TRANSPARENT #pragma shader_feature_local _ _RENDERING_TRANSCLIPPING #pragma shader_feature_local _ _OUTLINES #pragma shader_feature_local _ _GLITTER #pragma shader_feature_local _ _EXPLODE #pragma shader_feature_local _ _SCROLL #pragma shader_feature_local _ _UVSCROLL #pragma shader_feature_local _ _MATCAP0 #pragma shader_feature_local _ _MATCAP0_MASK #pragma shader_feature_local _ _MATCAP0_MASK2 #pragma shader_feature_local _ _MATCAP0_NORMAL #pragma shader_feature_local _ _MATCAP1 #pragma shader_feature_local _ _MATCAP1_MASK #pragma shader_feature_local _ _MATCAP1_MASK2 #pragma shader_feature_local _ _MATCAP1_NORMAL #pragma shader_feature_local _ _RIM_LIGHTING0 #pragma shader_feature_local _ _RIM_LIGHTING0_MASK #pragma shader_feature_local _ _RIM_LIGHTING0_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING0_POLAR_MASK #pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_REPEAT #pragma shader_feature_local _ _RIM_LIGHTING0_SAMPLER_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING0_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING0_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING1 #pragma shader_feature_local _ _RIM_LIGHTING1_MASK #pragma shader_feature_local _ _RIM_LIGHTING1_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING1_POLAR_MASK #pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_REPEAT #pragma shader_feature_local _ _RIM_LIGHTING1_SAMPLER_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING1_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING1_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING2 #pragma shader_feature_local _ _RIM_LIGHTING2_MASK #pragma shader_feature_local _ _RIM_LIGHTING2_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING2_POLAR_MASK #pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_REPEAT #pragma shader_feature_local _ _RIM_LIGHTING2_SAMPLER_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING2_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING2_REFLECT_IN_WORLD #pragma shader_feature_local _ _RIM_LIGHTING3 #pragma shader_feature_local _ _RIM_LIGHTING3_MASK #pragma shader_feature_local _ _RIM_LIGHTING3_GLITTER #pragma shader_feature_local _ _RIM_LIGHTING3_POLAR_MASK #pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_REPEAT #pragma shader_feature_local _ _RIM_LIGHTING3_SAMPLER_CLAMP #pragma shader_feature_local _ _RIM_LIGHTING3_CUSTOM_VIEW_VECTOR #pragma shader_feature_local _ _RIM_LIGHTING3_REFLECT_IN_WORLD #pragma shader_feature_local _ _OKLAB #pragma shader_feature_local _ _HSV0 #pragma shader_feature_local _ _HSV1 #pragma shader_feature_local _ _CLONES #pragma shader_feature_local _ _PBR_OVERLAY0 #pragma shader_feature_local _ _PBR_OVERLAY0_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY0_EMISSION_MAP #pragma shader_feature_local _ _PBR_OVERLAY0_NORMAL_MAP #pragma shader_feature_local _ _PBR_OVERLAY0_ROUGHNESS #pragma shader_feature_local _ _PBR_OVERLAY0_ROUGHNESS_MAP #pragma shader_feature_local _ _PBR_OVERLAY0_METALLIC #pragma shader_feature_local _ _PBR_OVERLAY0_METALLIC_MAP #pragma shader_feature_local _ _PBR_OVERLAY0_MASK #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_ALPHA_BLEND #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY0_MIX_MAX #pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_REPEAT #pragma shader_feature_local _ _PBR_OVERLAY0_SAMPLER_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY1 #pragma shader_feature_local _ _PBR_OVERLAY1_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_EMISSION_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_NORMAL_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_ROUGHNESS #pragma shader_feature_local _ _PBR_OVERLAY1_ROUGHNESS_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_METALLIC #pragma shader_feature_local _ _PBR_OVERLAY1_METALLIC_MAP #pragma shader_feature_local _ _PBR_OVERLAY1_MASK #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_ALPHA_BLEND #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY1_MIX_MAX #pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_REPEAT #pragma shader_feature_local _ _PBR_OVERLAY1_SAMPLER_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY2 #pragma shader_feature_local _ _PBR_OVERLAY2_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_EMISSION_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_NORMAL_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_ROUGHNESS #pragma shader_feature_local _ _PBR_OVERLAY2_ROUGHNESS_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_METALLIC #pragma shader_feature_local _ _PBR_OVERLAY2_METALLIC_MAP #pragma shader_feature_local _ _PBR_OVERLAY2_MASK #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_ALPHA_BLEND #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY2_MIX_MAX #pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_REPEAT #pragma shader_feature_local _ _PBR_OVERLAY2_SAMPLER_CLAMP #pragma shader_feature_local _ _PBR_OVERLAY3 #pragma shader_feature_local _ _PBR_OVERLAY3_BASECOLOR_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_EMISSION_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_NORMAL_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_ROUGHNESS #pragma shader_feature_local _ _PBR_OVERLAY3_ROUGHNESS_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_METALLIC #pragma shader_feature_local _ _PBR_OVERLAY3_METALLIC_MAP #pragma shader_feature_local _ _PBR_OVERLAY3_MASK #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_ALPHA_BLEND #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_ADD #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MIN #pragma shader_feature_local _ _PBR_OVERLAY3_MIX_MAX #pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_REPEAT #pragma shader_feature_local _ _PBR_OVERLAY3_SAMPLER_CLAMP #pragma shader_feature_local _ _DECAL0 #pragma shader_feature_local _ _DECAL0_ROUGHNESS #pragma shader_feature_local _ _DECAL0_METALLIC #pragma shader_feature_local _ _DECAL1 #pragma shader_feature_local _ _DECAL1_ROUGHNESS #pragma shader_feature_local _ _DECAL1_METALLIC #pragma shader_feature_local _ _DECAL2 #pragma shader_feature_local _ _DECAL2_ROUGHNESS #pragma shader_feature_local _ _DECAL2_METALLIC #pragma shader_feature_local _ _DECAL3 #pragma shader_feature_local _ _DECAL3_ROUGHNESS #pragma shader_feature_local _ _DECAL3_METALLIC #pragma shader_feature_local _ _LTCGI #pragma shader_feature_local _ _TESSELLATION #pragma shader_feature_local _ _MATCAP0_DISTORTION0 #pragma shader_feature_local _ _MATCAP1_DISTORTION0 #pragma shader_feature_local _ _AMBIENT_OCCLUSION #pragma shader_feature_local _ _GIMMICK_FLAT_COLOR #pragma shader_feature_local _ _GIMMICK_QUANTIZE_LOCATION #pragma shader_feature_local _ _GIMMICK_QUANTIZE_LOCATION_AUDIOLINK #pragma shader_feature_local _ _GIMMICK_SHEAR_LOCATION #pragma shader_feature_local _ _GIMMICK_SPHERIZE_LOCATION #pragma shader_feature_local _ _GIMMICK_EYES_00 #pragma shader_feature_local _ _GIMMICK_EYES_01 #pragma shader_feature_local _ _GIMMICK_EYES_02 #pragma shader_feature_local _ _GIMMICK_HALO_00 #pragma shader_feature_local _ _PIXELLATE #pragma shader_feature_local _ _TROCHOID #pragma shader_feature_local _ _FACE_ME_WORLD_Y #pragma shader_feature_local _ _RORSCHACH #pragma shader_feature_local _ _RORSCHACH_MASK #pragma shader_feature_local _ _MIRROR_UV_FLIP #pragma shader_feature_local _ _CLEARCOAT #pragma shader_feature_local _ _CLEARCOAT_MASK #pragma shader_feature_local _ _CLEARCOAT_MASK2 #pragma shader_feature_local _ _PROXIMITY_DIMMING #pragma shader_feature_local _ _DISCARD #pragma shader_feature_local _ _BRIGHTNESS_CLAMP #pragma shader_feature_local _ _WORLD_INTERPOLATORS #pragma shader_feature_local _ _GIMMICK_LETTER_GRID #pragma shader_feature_local _ _GIMMICK_LETTER_GRID_COLOR_WAVE #pragma shader_feature_local _ _GIMMICK_LETTER_GRID_RIM_LIGHTING #pragma shader_feature_local _ _REFLECTION_STRENGTH_TEX #pragma shader_feature_local _ _GIMMICK_AL_CHROMA_00 #pragma shader_feature_local _ _GIMMICK_AL_CHROMA_00_HUE_SHIFT #pragma shader_feature_local _ SSR_ENABLED #pragma shader_feature_local _ SSR_MASK #pragma shader_feature_local _ _GIMMICK_FOG_00 #pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_TEXTURE #pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_1 #pragma shader_feature_local _ _GIMMICK_FOG_00_EMITTER_2 #pragma shader_feature_local _ _UNITY_FOG #pragma shader_feature_local _ _GIMMICK_AURORA #pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER #pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER_OCTAVE_1 #pragma shader_feature_local _ _GIMMICK_GERSTNER_WATER_COLOR_RAMP #endif // __FEATURE_MACROS_INC