#ifndef __GLOBALS_INC #define __GLOBALS_INC #include "AutoLight.cginc" SamplerState linear_repeat_s; SamplerState linear_clamp_s; float4 _Color; float _Metallic; float _Roughness; float _Roughness_Invert; float _Tex_NormalStr; float _NormalStr; float _Lighting_Factor; float _Direct_Lighting_Factor; float _Vertex_Lighting_Factor; float _Indirect_Specular_Lighting_Factor; float _Indirect_Specular_Lighting_Factor2; float _Indirect_Diffuse_Lighting_Factor; float _Reflection_Probe_Saturation; float _Min_Brightness; float _Max_Brightness; float _Mesh_Normals_Mode; float _Flatten_Mesh_Normals_Str; float _Confabulate_Normals; float _Shadow_Strength; float _Global_Sample_Bias; float _ScatterDist; float _ScatterPow; float _ScatterIntensity; float _ScatterAmbient; float _GSAA; float _GSAAStrength; float _WrappingFactor; float _Subsurface; float _SpecularStrength; float _FresnelStrength; float _UseFresnel; float _ReflectionStrength; float3 shadowedReflections; float3 _ReflShadows; float3 _ReflShadowStrength; #if defined(_DISCARD) float _Discard_Enable_Dynamic; #endif #if defined(_PROXIMITY_DIMMING) float _Proximity_Dimming_Min_Dist; float _Proximity_Dimming_Max_Dist; float _Proximity_Dimming_Factor; #endif #if defined(_CLEARCOAT) float _Clearcoat_Enabled; float _Clearcoat_Strength; float _Clearcoat_Roughness; #if defined(_CLEARCOAT_MASK) texture2D _Clearcoat_Mask; float _Clearcoat_Mask_Invert; #endif #if defined(_CLEARCOAT_MASK2) texture2D _Clearcoat_Mask2; float _Clearcoat_Mask2_Invert; #endif #endif #if defined(SSR_ENABLED) UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); sampler2D _GrabTexture; sampler2D _NoiseTexSSR; float4 _GrabTexture_TexelSize; float4 _NoiseTexSSR_TexelSize; float _EdgeFade; float _SSRStrength; float _SSRHeight; #endif #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; #if defined(_PBR_OVERLAY0_METALLIC) float _PBR_Overlay0_Metallic; texture2D _PBR_Overlay0_MetallicTex; float4 _PBR_Overlay0_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY0_ROUGHNESS) float _PBR_Overlay0_Roughness; texture2D _PBR_Overlay0_RoughnessTex; float4 _PBR_Overlay0_RoughnessTex_ST; #endif 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; float _PBR_Overlay0_Tex_NormalStr; texture2D _PBR_Overlay0_Mask; float _PBR_Overlay0_Mask_Invert; float _PBR_Overlay0_Constrain_By_Alpha; float _PBR_Overlay0_Constrain_By_Alpha_Min; float _PBR_Overlay0_Constrain_By_Alpha_Max; float _PBR_Overlay0_Alpha_Multiplier; float _PBR_Overlay0_UV_Select; float _PBR_Overlay0_Sampler_Mode; float _PBR_Overlay0_Mip_Bias; #endif #if defined(_PBR_OVERLAY1) float4 _PBR_Overlay1_BaseColor; #if defined(_PBR_OVERLAY1_METALLIC) float _PBR_Overlay1_Metallic; texture2D _PBR_Overlay1_MetallicTex; float4 _PBR_Overlay1_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY1_ROUGHNESS) float _PBR_Overlay1_Roughness; texture2D _PBR_Overlay1_RoughnessTex; float4 _PBR_Overlay1_RoughnessTex_ST; #endif 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; float _PBR_Overlay1_Tex_NormalStr; texture2D _PBR_Overlay1_Mask; float _PBR_Overlay1_Mask_Invert; float _PBR_Overlay1_Constrain_By_Alpha; float _PBR_Overlay1_Constrain_By_Alpha_Min; float _PBR_Overlay1_Constrain_By_Alpha_Max; float _PBR_Overlay1_Alpha_Multiplier; float _PBR_Overlay1_UV_Select; float _PBR_Overlay1_Sampler_Mode; float _PBR_Overlay1_Mip_Bias; #endif #if defined(_PBR_OVERLAY2) float4 _PBR_Overlay2_BaseColor; #if defined(_PBR_OVERLAY2_METALLIC) float _PBR_Overlay2_Metallic; texture2D _PBR_Overlay2_MetallicTex; float4 _PBR_Overlay2_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY2_ROUGHNESS) float _PBR_Overlay2_Roughness; texture2D _PBR_Overlay2_RoughnessTex; float4 _PBR_Overlay2_RoughnessTex_ST; #endif 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; float _PBR_Overlay2_Tex_NormalStr; texture2D _PBR_Overlay2_Mask; float _PBR_Overlay2_Mask_Invert; float _PBR_Overlay2_Constrain_By_Alpha; float _PBR_Overlay2_Constrain_By_Alpha_Min; float _PBR_Overlay2_Constrain_By_Alpha_Max; float _PBR_Overlay2_Alpha_Multiplier; float _PBR_Overlay2_UV_Select; float _PBR_Overlay2_Sampler_Mode; float _PBR_Overlay2_Mip_Bias; #endif #if defined(_PBR_OVERLAY3) float4 _PBR_Overlay3_BaseColor; #if defined(_PBR_OVERLAY3_METALLIC) float _PBR_Overlay3_Metallic; texture2D _PBR_Overlay3_MetallicTex; float4 _PBR_Overlay3_MetallicTex_ST; #endif #if defined(_PBR_OVERLAY3_ROUGHNESS) float _PBR_Overlay3_Roughness; texture2D _PBR_Overlay3_RoughnessTex; float4 _PBR_Overlay3_RoughnessTex_ST; #endif 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; float _PBR_Overlay3_Tex_NormalStr; texture2D _PBR_Overlay3_Mask; float _PBR_Overlay3_Mask_Invert; float _PBR_Overlay3_Constrain_By_Alpha; float _PBR_Overlay3_Constrain_By_Alpha_Min; float _PBR_Overlay3_Constrain_By_Alpha_Max; float _PBR_Overlay3_Alpha_Multiplier; float _PBR_Overlay3_UV_Select; float _PBR_Overlay3_Sampler_Mode; float _PBR_Overlay3_Mip_Bias; #endif #if defined(_DECAL0) texture2D _Decal0_BaseColor; float4 _Decal0_BaseColor_ST; texture2D _Decal0_Roughness; texture2D _Decal0_Metallic; float _Decal0_Emission_Strength; float _Decal0_Angle; float _Decal0_UV_Select; #endif #if defined(_DECAL1) texture2D _Decal1_BaseColor; float4 _Decal1_BaseColor_ST; texture2D _Decal1_Roughness; texture2D _Decal1_Metallic; float _Decal1_Emission_Strength; float _Decal1_Angle; float _Decal1_UV_Select; #endif #if defined(_DECAL2) texture2D _Decal2_BaseColor; float4 _Decal2_BaseColor_ST; texture2D _Decal2_Roughness; texture2D _Decal2_Metallic; float _Decal2_Emission_Strength; float _Decal2_Angle; float _Decal2_UV_Select; #endif #if defined(_DECAL3) texture2D _Decal3_BaseColor; float4 _Decal3_BaseColor_ST; texture2D _Decal3_Roughness; texture2D _Decal3_Metallic; float _Decal3_Emission_Strength; float _Decal3_Angle; float _Decal3_UV_Select; #endif #if defined(_EMISSION0) texture2D _Emission0Tex; float _Emission0Strength; float _Emission0Multiplier; float _Emission0_UV_Select; #endif #if defined(_EMISSION1) texture2D _Emission1Tex; float _Emission1Strength; float _Emission1Multiplier; float _Emission1_UV_Select; #endif float _Global_Emission_Factor; #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; float3 _Glitter_Color; float _Glitter_Density; float _Glitter_Amount; float _Glitter_Speed; float _Glitter_Brightness; float _Glitter_Angle; float _Glitter_Power; float _Glitter_UV_Select; #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 _Matcap0_Mask_UV_Select; texture2D _Matcap0_Mask2; float _Matcap0_Mask2_Invert; float _Matcap0_Mask2_UV_Select; float _Matcap0Str; float _Matcap0MixFactor; float _Matcap0Quantization; float _Matcap0Mode; float _Matcap0Emission; #if defined(_MATCAP0_NORMAL) texture2D _Matcap0Normal; float4 _Matcap0Normal_ST; float _Matcap0Normal_Mip_Bias; float _Matcap0Normal_Str; float _Matcap0Normal_UV_Select; #endif float _Matcap0_Overwrite_Rim_Lighting_0; float _Matcap0_Overwrite_Rim_Lighting_1; float _Matcap0_Overwrite_Rim_Lighting_2; float _Matcap0_Overwrite_Rim_Lighting_3; #endif #if defined(_MATCAP1) float _Enable_Matcap1; texture2D _Matcap1; texture2D _Matcap1_Mask; float _Matcap1_Mask_Invert; float _Matcap1_Mask_UV_Select; texture2D _Matcap1_Mask2; float _Matcap1_Mask2_Invert; float _Matcap1_Mask2_UV_Select; float _Matcap1Str; float _Matcap1MixFactor; float _Matcap1Quantization; float _Matcap1Mode; float _Matcap1Emission; #if defined(_MATCAP1_NORMAL) texture2D _Matcap1Normal; float4 _Matcap1Normal_ST; float _Matcap1Normal_Mip_Bias; float _Matcap1Normal_Str; float _Matcap1Normal_UV_Select; #endif float _Matcap1_Overwrite_Rim_Lighting_0; float _Matcap1_Overwrite_Rim_Lighting_1; float _Matcap1_Overwrite_Rim_Lighting_2; float _Matcap1_Overwrite_Rim_Lighting_3; #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_Mask_UV_Select; float _Rim_Lighting0_Mask_Sampler_Mode; 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; float _Rim_Lighting0_Glitter_UV_Select; #endif #if defined(_RIM_LIGHTING0_POLAR_MASK) float _Rim_Lighting0_PolarMask_Enabled; float _Rim_Lighting0_PolarMask_Theta; float _Rim_Lighting0_PolarMask_Power; #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_Mask_UV_Select; float _Rim_Lighting1_Mask_Sampler_Mode; 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; float _Rim_Lighting1_Glitter_UV_Select; #endif #if defined(_RIM_LIGHTING1_POLAR_MASK) float _Rim_Lighting1_PolarMask_Enabled; float _Rim_Lighting1_PolarMask_Theta; float _Rim_Lighting1_PolarMask_Power; #endif #endif #if defined(_RIM_LIGHTING2) float _Rim_Lighting2_Enabled; float _Rim_Lighting2_Mode; float3 _Rim_Lighting2_Color; texture2D _Rim_Lighting2_Mask; float _Rim_Lighting2_Mask_Invert; float _Rim_Lighting2_Mask_UV_Select; float _Rim_Lighting2_Mask_Sampler_Mode; float _Rim_Lighting2_Center; float _Rim_Lighting2_Power; float _Rim_Lighting2_Strength; float _Rim_Lighting2_Emission; float _Rim_Lighting2_Quantization; #if defined(_RIM_LIGHTING2_GLITTER) float _Rim_Lighting2_Glitter_Enabled; float _Rim_Lighting2_Glitter_Density; float _Rim_Lighting2_Glitter_Amount; float _Rim_Lighting2_Glitter_Speed; float _Rim_Lighting2_Glitter_Quantization; float _Rim_Lighting2_Glitter_UV_Select; #endif #if defined(_RIM_LIGHTING2_POLAR_MASK) float _Rim_Lighting2_PolarMask_Enabled; float _Rim_Lighting2_PolarMask_Theta; float _Rim_Lighting2_PolarMask_Power; #endif #endif #if defined(_RIM_LIGHTING3) float _Rim_Lighting3_Enabled; float _Rim_Lighting3_Mode; float3 _Rim_Lighting3_Color; texture2D _Rim_Lighting3_Mask; float _Rim_Lighting3_Mask_Invert; float _Rim_Lighting3_Mask_UV_Select; float _Rim_Lighting3_Mask_Sampler_Mode; float _Rim_Lighting3_Center; float _Rim_Lighting3_Power; float _Rim_Lighting3_Strength; float _Rim_Lighting3_Emission; float _Rim_Lighting3_Quantization; #if defined(_RIM_LIGHTING3_GLITTER) float _Rim_Lighting3_Glitter_Enabled; float _Rim_Lighting3_Glitter_Density; float _Rim_Lighting3_Glitter_Amount; float _Rim_Lighting3_Glitter_Speed; float _Rim_Lighting3_Glitter_Quantization; float _Rim_Lighting3_Glitter_UV_Select; #endif #if defined(_RIM_LIGHTING3_POLAR_MASK) float _Rim_Lighting3_PolarMask_Enabled; float _Rim_Lighting3_PolarMask_Theta; float _Rim_Lighting3_PolarMask_Power; #endif #endif #if defined(_OKLAB) float _OKLAB_Enabled; texture2D _OKLAB_Mask; float _OKLAB_Mask_Invert; float _OKLAB_Lightness_Shift; float _OKLAB_Chroma_Shift; float _OKLAB_Hue_Shift; #endif #if defined(_HSV0) float _HSV0_Enabled; texture2D _HSV0_Mask; float _HSV0_Mask_Invert; float _HSV0_Hue_Shift; float _HSV0_Sat_Shift; float _HSV0_Val_Shift; #endif #if defined(_HSV1) float _HSV1_Enabled; texture2D _HSV1_Mask; float _HSV1_Mask_Invert; float _HSV1_Hue_Shift; float _HSV1_Sat_Shift; float _HSV1_Val_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 #if defined(_GIMMICK_QUANTIZE_LOCATION) float _Gimmick_Quantize_Location_Enable_Static; float _Gimmick_Quantize_Location_Enable_Dynamic; float _Gimmick_Quantize_Location_Precision; float _Gimmick_Quantize_Location_Direction; float _Gimmick_Quantize_Location_Multiplier; texture2D _Gimmick_Quantize_Location_Mask; #if defined(_GIMMICK_QUANTIZE_LOCATION) float _Gimmick_Quantize_Location_Audiolink_Enable_Static; float _Gimmick_Quantize_Location_Audiolink_Enable_Dynamic; float _Gimmick_Quantize_Location_Audiolink_Strength; #endif #endif #if defined(_GIMMICK_SHEAR_LOCATION) float _Gimmick_Shear_Location_Enable_Static; float _Gimmick_Shear_Location_Enable_Dynamic; float4 _Gimmick_Shear_Location_Strength; float _Gimmick_Shear_Location_Mesh_Renderer_Fix; float4 _Gimmick_Shear_Location_Mesh_Renderer_Offset; float4 _Gimmick_Shear_Location_Mesh_Renderer_Rotation; float4 _Gimmick_Shear_Location_Mesh_Renderer_Scale; #endif #if defined(_GIMMICK_SPHERIZE_LOCATION) float _Gimmick_Spherize_Location_Enable_Static; float _Gimmick_Spherize_Location_Enable_Dynamic; float _Gimmick_Spherize_Location_Strength; float _Gimmick_Spherize_Location_Radius; #endif #if defined(_GIMMICK_EYES_00) float _Gimmick_Eyes00_Enable_Static; texture2D _Gimmick_Eyes00_Effect_Mask; #endif #if defined(_PIXELLATE) float _Gimmick_Pixellate_Enable_Static; float _Gimmick_Pixellate_Resolution_U; float _Gimmick_Pixellate_Resolution_V; texture2D _Gimmick_Pixellate_Effect_Mask; #endif #if defined(_TROCHOID) float _Trochoid_R; float _Trochoid_r; float _Trochoid_d; #endif #if defined(_FACE_ME_WORLD_Y) float _FaceMeWorldY_Enable_Static; float _FaceMeWorldY_Enable_Dynamic; float _FaceMeWorldY_Enable_X; float _FaceMeWorldY_Enable_Y; float _FaceMeWorldY_Enable_Z; #endif #endif