#ifndef __GLOBALS_INC #define __GLOBALS_INC #include "AutoLight.cginc" SamplerState linear_repeat_s; float4 _Color; float _Metallic; float _Roughness; float _Tex_NormalStr; float _NormalStr; float _Min_Brightness; float _Max_Brightness; float _Mesh_Normals_Mode; float _Flatten_Mesh_Normals_Str; float _Confabulate_Normals; float _Shadow_Strength; float _Mip_Multiplier; #if defined(_BASECOLOR_MAP) texture2D _MainTex; float4 _MainTex_ST; #endif texture2D _NormalTex; float4 _NormalTex_ST; texture2D _MetallicTex; float4 _MetallicTex_ST; texture2D _RoughnessTex; float4 _RoughnessTex_ST; #if defined(_PBR_OVERLAY0) float4 _PBR_Overlay0_BaseColor; float _PBR_Overlay0_Metallic; float _PBR_Overlay0_Roughness; texture2D _PBR_Overlay0_BaseColorTex; float4 _PBR_Overlay0_BaseColorTex_ST; float4 _PBR_Overlay0_Emission; texture2D _PBR_Overlay0_EmissionTex; float4 _PBR_Overlay0_EmissionTex_ST; texture2D _PBR_Overlay0_NormalTex; float4 _PBR_Overlay0_NormalTex_ST; texture2D _PBR_Overlay0_MetallicTex; float4 _PBR_Overlay0_MetallicTex_ST; texture2D _PBR_Overlay0_RoughnessTex; float4 _PBR_Overlay0_RoughnessTex_ST; float _PBR_Overlay0_Tex_NormalStr; texture2D _PBR_Overlay0_Mask; float _PBR_Overlay0_Mask_Invert; #endif #if defined(_PBR_OVERLAY1) float4 _PBR_Overlay1_BaseColor; float _PBR_Overlay1_Metallic; float _PBR_Overlay1_Roughness; texture2D _PBR_Overlay1_BaseColorTex; float4 _PBR_Overlay1_BaseColorTex_ST; float4 _PBR_Overlay1_Emission; texture2D _PBR_Overlay1_EmissionTex; float4 _PBR_Overlay1_EmissionTex_ST; texture2D _PBR_Overlay1_NormalTex; float4 _PBR_Overlay1_NormalTex_ST; texture2D _PBR_Overlay1_MetallicTex; float4 _PBR_Overlay1_MetallicTex_ST; texture2D _PBR_Overlay1_RoughnessTex; float4 _PBR_Overlay1_RoughnessTex_ST; float _PBR_Overlay1_Tex_NormalStr; texture2D _PBR_Overlay1_Mask; float _PBR_Overlay1_Mask_Invert; #endif #if defined(_PBR_OVERLAY2) float4 _PBR_Overlay2_BaseColor; float _PBR_Overlay2_Metallic; float _PBR_Overlay2_Roughness; texture2D _PBR_Overlay2_BaseColorTex; float4 _PBR_Overlay2_BaseColorTex_ST; float4 _PBR_Overlay2_Emission; texture2D _PBR_Overlay2_EmissionTex; float4 _PBR_Overlay2_EmissionTex_ST; texture2D _PBR_Overlay2_NormalTex; float4 _PBR_Overlay2_NormalTex_ST; texture2D _PBR_Overlay2_MetallicTex; float4 _PBR_Overlay2_MetallicTex_ST; texture2D _PBR_Overlay2_RoughnessTex; float4 _PBR_Overlay2_RoughnessTex_ST; float _PBR_Overlay2_Tex_NormalStr; texture2D _PBR_Overlay2_Mask; float _PBR_Overlay2_Mask_Invert; #endif #if defined(_PBR_OVERLAY3) float4 _PBR_Overlay3_BaseColor; float _PBR_Overlay3_Metallic; float _PBR_Overlay3_Roughness; texture2D _PBR_Overlay3_BaseColorTex; float4 _PBR_Overlay3_BaseColorTex_ST; float4 _PBR_Overlay3_Emission; texture2D _PBR_Overlay3_EmissionTex; float4 _PBR_Overlay3_EmissionTex_ST; texture2D _PBR_Overlay3_NormalTex; float4 _PBR_Overlay3_NormalTex_ST; texture2D _PBR_Overlay3_MetallicTex; float4 _PBR_Overlay3_MetallicTex_ST; texture2D _PBR_Overlay3_RoughnessTex; float4 _PBR_Overlay3_RoughnessTex_ST; float _PBR_Overlay3_Tex_NormalStr; texture2D _PBR_Overlay3_Mask; float _PBR_Overlay3_Mask_Invert; #endif #if defined(_EMISSION) texture2D _EmissionTex; float _EmissionStrength; #endif #if defined(_AMBIENT_OCCLUSION) texture2D _Ambient_Occlusion; float _Ambient_Occlusion_Strength; #endif #if defined(_RENDERING_CUTOUT) float _Alpha_Cutoff; #endif #if defined(_OUTLINES) float _Outline_Width; float4 _Outline_Color; float _Outline_Emission_Strength; texture2D _Outline_Mask; float _Outline_Mask_Invert; float _Outline_Width_Multiplier; #endif #if defined(_GLITTER) texture2D _Glitter_Mask; float _Glitter_Density; float _Glitter_Amount; float _Glitter_Speed; float _Glitter_Brightness; float _Glitter_Angle; float _Glitter_Power; #endif #if defined(_EXPLODE) float _Explode_Phase; #endif #if defined(_SCROLL) float _Scroll_Toggle; float _Scroll_Top; float _Scroll_Bottom; float _Scroll_Width; float _Scroll_Strength; float _Scroll_Speed; #endif #if defined(_TESSELLATION) float _Tess_Factor; float _Tess_Dist_Cutoff; #endif #if defined(_MATCAP0) float _Enable_Matcap0; texture2D _Matcap0; texture2D _Matcap0_Mask; float _Matcap0_Mask_Invert; float _Matcap0Str; float _Matcap0Mode; float _Matcap0Emission; #endif #if defined(_MATCAP1) float _Enable_Matcap1; texture2D _Matcap1; texture2D _Matcap1_Mask; float _Matcap1_Mask_Invert; float _Matcap1Str; float _Matcap1Mode; float _Matcap1Emission; #endif #if defined(_RIM_LIGHTING0) float _Rim_Lighting0_Enabled; float _Rim_Lighting0_Mode; float3 _Rim_Lighting0_Color; texture2D _Rim_Lighting0_Mask; float _Rim_Lighting0_Mask_Invert; float _Rim_Lighting0_Center; float _Rim_Lighting0_Power; float _Rim_Lighting0_Strength; float _Rim_Lighting0_Emission; float _Rim_Lighting0_Quantization; #if defined(_RIM_LIGHTING0_GLITTER) float _Rim_Lighting0_Glitter_Enabled; float _Rim_Lighting0_Glitter_Density; float _Rim_Lighting0_Glitter_Amount; float _Rim_Lighting0_Glitter_Speed; float _Rim_Lighting0_Glitter_Quantization; #endif #endif #if defined(_RIM_LIGHTING1) float _Rim_Lighting1_Enabled; float _Rim_Lighting1_Mode; float3 _Rim_Lighting1_Color; texture2D _Rim_Lighting1_Mask; float _Rim_Lighting1_Mask_Invert; float _Rim_Lighting1_Center; float _Rim_Lighting1_Power; float _Rim_Lighting1_Strength; float _Rim_Lighting1_Emission; float _Rim_Lighting1_Quantization; #if defined(_RIM_LIGHTING1_GLITTER) float _Rim_Lighting1_Glitter_Enabled; float _Rim_Lighting1_Glitter_Density; float _Rim_Lighting1_Glitter_Amount; float _Rim_Lighting1_Glitter_Speed; float _Rim_Lighting1_Glitter_Quantization; #endif #endif #if defined(_OKLAB) float _OKLAB_Enabled; texture2D _OKLAB_Mask; float _OKLAB_Lightness_Shift; float _OKLAB_Chroma_Shift; float _OKLAB_Hue_Shift; #endif #if defined(_CLONES) float _Clones_Enabled; float _Clones_Count; float _Clones_dx; float _Clones_Dist_Cutoff; #endif #if defined(_UVSCROLL) float _UVScroll_Enabled; texture2D _UVScroll_Mask; float _UVScroll_U_Speed; float _UVScroll_V_Speed; texture2D _UVScroll_Alpha; #endif #if defined(_LTCGI) float _LTCGI_Enabled; float4 _LTCGI_SpecularColor; float4 _LTCGI_DiffuseColor; #endif #if defined(_GIMMICK_FLAT_COLOR) float _Gimmick_Flat_Color_Enable_Static; float _Gimmick_Flat_Color_Enable_Dynamic; float4 _Gimmick_Flat_Color_Color; float3 _Gimmick_Flat_Color_Emission; #endif #endif