yum-archive/2ner

A toon shader for Unity's BIRP.

git clone https://git.yummers.dev/yum-archive/2ner

yumbuncha shitttt0a8d744

master
21.5 KiB805 linesraw
1#ifndef __GLOBALS_INC
2#define __GLOBALS_INC
3
4#include "features.cginc"
5
6texture2D _DFG_LUT;
7
8#if defined(USING_BAKERY_VERTEXLM)
9float bakeryLightmapMode;
10#endif
11
12#if defined(_VRCLV)
13half _VRCLVSurfaceBias;
14float _UdonLightVolumeEnabled;
15float _UdonLightVolumeAdditiveCount;
16#endif
17
18// Math constants
19#define FLT_EPS 1.192092896e-07
20
21#if defined(_SSAO) || defined(_RAYMARCHED_FOG)
22UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
23float4 _CameraDepthTexture_TexelSize;
24#endif
25
26SamplerState point_repeat_s;
27SamplerState linear_repeat_s;
28SamplerState bilinear_clamp_s;
29SamplerState bilinear_repeat_s;
30SamplerState linear_clamp_s;
31SamplerState trilinear_repeat_s;
32SamplerState trilinear_aniso4_repeat_s;
33
34sampler2D _MainTex;
35float4 _MainTex_ST;
36fixed4 _Color;
37
38sampler2D _BumpMap;
39float4 _BumpMap_ST;
40half _BumpScale;
41float _BumpShadowHeightScale;
42float _BumpShadowHardness;
43
44float _VRChatMirrorMode;
45float3 _VRChatMirrorCameraPos;
46
47#if defined(_FACE_ME)
48float _Face_Me_Enabled_Dynamic;
49#endif
50
51#if defined(_ALPHA_MULTIPLIER)
52float _Alpha_Multiplier;
53#endif
54
55#if defined(_EMISSION)
56sampler2D _EmissionMap;
57float4 _EmissionMap_ST;
58float3 _EmissionColor;
59#endif
60
61#if defined(_FALLBACK_CUBEMAP)
62UNITY_DECLARE_TEXCUBE(_Fallback_Cubemap);
63half4 _Fallback_Cubemap_HDR;
64float _Fallback_Cubemap_Brightness;
65float _Fallback_Cubemap_Force;
66#endif
67
68#if defined(_AMBIENT_OCCLUSION)
69sampler2D _OcclusionMap;
70float _OcclusionStrength;
71#endif
72
73#if defined(_DETAIL_MAPS)
74texture2D _DetailMask;
75sampler2D _DetailAlbedoMap;
76float _Detail_Maps_UV_Channel;
77float4 _DetailAlbedoMap_ST;
78sampler2D _DetailNormalMap;
79float4 _DetailNormalMap_ST;
80float _DetailNormalMapScale;
81#endif
82
83float _Shadow_Strength;
84
85#if defined(_WRAPPED_LIGHTING)
86float _Wrap_NoL_Diffuse_Strength;
87float _Wrap_NoL_Specular_Strength;
88#endif
89
90#if defined(_BRIGHTNESS_CONTROL)
91float _Brightness_Multiplier;
92#endif
93
94#if defined(_MIN_BRIGHTNESS)
95float _Min_Brightness;
96#endif
97
98#if defined(_LIGHT_VOLUMES_BRIGHTNESS)
99float _Light_Volumes_Brightness_Enabled_Dynamic;
100float _Light_Volumes_Brightness;
101#endif
102
103#if defined(_QUANTIZE_NOL)
104float _Quantize_NoL_Steps;
105#endif
106
107#if defined(_QUANTIZE_SPECULAR)
108float _Quantize_Specular_Steps;
109#endif
110
111#if defined(_QUANTIZE_DIFFUSE)
112float _Quantize_Diffuse_Steps;
113#endif
114
115float _Clip;
116int _Mode;
117float _Spherical_Harmonics;
118
119float _reflectance;
120float _specularAntiAliasingVariance;
121float _specularAntiAliasingThreshold;
122float _ExposureOcclusion;
123float _LightmapSpecularMaxSmoothness;
124
125#if defined(_METALLICS)
126float _Smoothness;
127float _Metallic;
128sampler2D _MetallicGlossMap;
129float4 _MetallicGlossMap_ST;
130#endif
131
132#if defined(_CLEARCOAT)
133texture2D _Clearcoat_Mask;
134float _Clearcoat_Strength;
135float _Clearcoat_Roughness;
136#endif
137
138#if defined(_ANISOTROPY)
139float _Anisotropy_Strength;
140#endif
141
142#if defined(OUTLINE_PASS)
143float _Outlines_Enabled_Dynamic;
144float4 _Outline_Color;
145float _Outline_Emission;
146float _Outline_Width;
147#if defined(_OUTLINE_MASK)
148texture2D _Outline_Mask;
149float _Outline_Mask_Invert;
150#endif
151#endif
152
153#if defined(_FUR)
154float _Fur_Thickness;
155int _Fur_Layers;
156texture2D _Fur_Heightmap;
157float4 _Fur_Heightmap_ST;
158float _Fur_Heightmap_Mip_Bias;
159float _Fur_AO_Strength;
160float _Fur_Gravity_Strength;
161float _Fur_Thickness_Power;
162float _Fur_Min_Dist;
163float _Fur_Max_Dist;
164#endif
165
166#if defined(_FUR_MASK)
167texture2D _Fur_Mask;
168float4 _Fur_Mask_ST;
169#endif
170
171#if defined(_FUR_WARPING)
172float _Fur_Warping_Strength;
173float _Fur_Warping_Frequency;
174#endif
175
176#define MATCAP_MODE_REPLACE     0
177#define MATCAP_MODE_ADD         1
178#define MATCAP_MODE_MULTIPLY    2
179#define MATCAP_MODE_SUBTRACT    3
180#define MATCAP_MODE_ADD_PRODUCT 4
181
182#define MATCAP_TARGET_ALBEDO     (1)
183#define MATCAP_TARGET_DIFFUSE    (2)
184#define MATCAP_TARGET_SPECULAR   (4)
185
186#if defined(_MATCAP0)
187texture2D _Matcap0;
188uint _Matcap0_Mode;
189uint _Matcap0_Target_Mask;
190float _Matcap0_Invert;
191float _Matcap0_Strength;
192#if defined(_MATCAP0_MASK)
193texture2D _Matcap0_Mask;
194float4 _Matcap0_Mask_ST;
195#endif
196#if defined(_MATCAP0_QUANTIZATION)
197float _Matcap0_Quantization_Steps;
198#endif
199#endif
200
201#if defined(_MATCAP1)
202texture2D _Matcap1;
203uint _Matcap1_Mode;
204uint _Matcap1_Target_Mask;
205float _Matcap1_Invert;
206float _Matcap1_Strength;
207#if defined(_MATCAP1_MASK)
208texture2D _Matcap1_Mask;
209float4 _Matcap1_Mask_ST;
210#endif
211#if defined(_MATCAP1_QUANTIZATION)
212float _Matcap1_Quantization_Steps;
213#endif
214#endif
215
216#if defined(_MATCAP2)
217texture2D _Matcap2;
218uint _Matcap2_Mode;
219uint _Matcap2_Target_Mask;
220float _Matcap2_Invert;
221float _Matcap2_Strength;
222#if defined(_MATCAP2_MASK)
223texture2D _Matcap2_Mask;
224float4 _Matcap2_Mask_ST;
225#endif
226#if defined(_MATCAP2_QUANTIZATION)
227float _Matcap2_Quantization_Steps;
228#endif
229#endif
230
231#if defined(_RIM_LIGHTING0)
232uint _Rim_Lighting0_Mode;
233float _Rim_Lighting0_Center;
234float _Rim_Lighting0_Power;
235float3 _Rim_Lighting0_Color;
236float _Rim_Lighting0_Brightness;
237uint _Rim_Lighting0_Target_Mask;
238#if defined(_RIM_LIGHTING0_MASK)
239texture2D _Rim_Lighting0_Mask;
240float4 _Rim_Lighting0_Mask_ST;
241#endif
242#if defined(_RIM_LIGHTING0_ANGLE_LIMIT)
243float2 _Rim_Lighting0_Angle_Limit_Target_Vector;
244float _Rim_Lighting0_Angle_Limit_Power;
245#endif
246#if defined(_RIM_LIGHTING0_QUANTIZATION)
247float _Rim_Lighting0_Quantization_Steps;
248#endif
249#endif
250
251#if defined(_RIM_LIGHTING1)
252uint _Rim_Lighting1_Mode;
253float _Rim_Lighting1_Center;
254float _Rim_Lighting1_Power;
255float3 _Rim_Lighting1_Color;
256float _Rim_Lighting1_Brightness;
257uint _Rim_Lighting1_Target_Mask;
258#if defined(_RIM_LIGHTING1_MASK)
259texture2D _Rim_Lighting1_Mask;
260float4 _Rim_Lighting1_Mask_ST;
261#endif
262#if defined(_RIM_LIGHTING1_ANGLE_LIMIT)
263float2 _Rim_Lighting1_Angle_Limit_Target_Vector;
264float _Rim_Lighting1_Angle_Limit_Power;
265#endif
266#if defined(_RIM_LIGHTING1_QUANTIZATION)
267float _Rim_Lighting1_Quantization_Steps;
268#endif
269#endif
270
271#if defined(_RIM_LIGHTING2)
272uint _Rim_Lighting2_Mode;
273float _Rim_Lighting2_Center;
274float _Rim_Lighting2_Power;
275float3 _Rim_Lighting2_Color;
276float _Rim_Lighting2_Brightness;
277uint _Rim_Lighting2_Target_Mask;
278#if defined(_RIM_LIGHTING2_MASK)
279texture2D _Rim_Lighting2_Mask;
280float4 _Rim_Lighting2_Mask_ST;
281#endif
282#if defined(_RIM_LIGHTING2_ANGLE_LIMIT)
283float2 _Rim_Lighting2_Angle_Limit_Target_Vector;
284float _Rim_Lighting2_Angle_Limit_Power;
285#endif
286#if defined(_RIM_LIGHTING2_QUANTIZATION)
287float _Rim_Lighting2_Quantization_Steps;
288#endif
289#endif
290
291#if defined(_RIM_LIGHTING3)
292uint _Rim_Lighting3_Mode;
293float _Rim_Lighting3_Center;
294float _Rim_Lighting3_Power;
295float3 _Rim_Lighting3_Color;
296float _Rim_Lighting3_Brightness;
297uint _Rim_Lighting3_Target_Mask;
298#if defined(_RIM_LIGHTING3_MASK)
299texture2D _Rim_Lighting3_Mask;
300float4 _Rim_Lighting3_Mask_ST;
301#endif
302#if defined(_RIM_LIGHTING3_ANGLE_LIMIT)
303float2 _Rim_Lighting3_Angle_Limit_Target_Vector;
304float _Rim_Lighting3_Angle_Limit_Power;
305#endif
306#if defined(_RIM_LIGHTING3_QUANTIZATION)
307float _Rim_Lighting3_Quantization_Steps;
308#endif
309#endif
310
311#define DECAL_TILING_MODE_CLAMP 0
312#define DECAL_TILING_MODE_TILE  1
313
314#define DECAL_ALPHA_BLEND_MODE_ALPHA_BLEND 0
315#define DECAL_ALPHA_BLEND_MODE_REPLACE 1
316
317#define DECLARE_DECAL_VARIABLES(n) \
318texture2D _Decal##n##_MainTex; \
319float4 _Decal##n##_MainTex_ST; \
320float4 _Decal##n##_Color; \
321float _Decal##n##_Opacity; \
322float _Decal##n##_Angle; \
323float _Decal##n##_UV_Channel; \
324float _Decal##n##_Bias; \
325float _Decal##n##_Tiling_Mode; \
326float _Decal##n##_Alpha_Blend_Mode; \
327float _Decal##n##_Normal_Enabled; \
328texture2D _Decal##n##_Normal; \
329float4 _Decal##n##_Normal_ST; \
330float _Decal##n##_Normal_Scale; \
331\
332float _Decal##n##_Reflections_Enabled; \
333texture2D _Decal##n##_MetallicGlossMap; \
334float4 _Decal##n##_MetallicGlossMap_ST; \
335float _Decal##n##_Smoothness; \
336float _Decal##n##_Metallic; \
337\
338float _Decal##n##_SDF_Enabled; \
339float _Decal##n##_SDF_Threshold; \
340float _Decal##n##_SDF_Invert; \
341float _Decal##n##_SDF_Softness; \
342float _Decal##n##_SDF_Px_Range; \
343\
344float _Decal##n##_SDF_SSN_Enabled; \
345float _Decal##n##_SDF_SSN_Strength; \
346\
347float _Decal##n##_Mask_Enabled; \
348texture2D _Decal##n##_Mask; \
349float4 _Decal##n##_Mask_ST; \
350\
351texture2D _Decal##n##_CMYK_Warping_Planes_Noise; \
352float _Decal##n##_CMYK_Warping_Planes_Strength; \
353float _Decal##n##_CMYK_Warping_Planes_Scale; \
354float _Decal##n##_CMYK_Warping_Planes_Speed; \
355\
356texture2D _Decal##n##_Domain_Warping_Noise; \
357float _Decal##n##_Domain_Warping_Octaves; \
358float _Decal##n##_Domain_Warping_Strength; \
359float _Decal##n##_Domain_Warping_Scale; \
360float _Decal##n##_Domain_Warping_Speed; \
361\
362float3 _Decal##n##_Emission_Color; \
363float _Decal##n##_Emission_Strength; \
364\
365float _Decal##n##_Emissions_Proximity_Min_Distance; \
366float _Decal##n##_Emissions_Proximity_Max_Distance;
367
368#if defined(_DECAL0)
369DECLARE_DECAL_VARIABLES(0)
370#endif
371#if defined(_DECAL1)
372DECLARE_DECAL_VARIABLES(1)
373#endif
374#if defined(_DECAL2)
375DECLARE_DECAL_VARIABLES(2)
376#endif
377#if defined(_DECAL3)
378DECLARE_DECAL_VARIABLES(3)
379#endif
380#if defined(_DECAL4)
381DECLARE_DECAL_VARIABLES(4)
382#endif
383#if defined(_DECAL5)
384DECLARE_DECAL_VARIABLES(5)
385#endif
386#if defined(_DECAL6)
387DECLARE_DECAL_VARIABLES(6)
388#endif
389#if defined(_DECAL7)
390DECLARE_DECAL_VARIABLES(7)
391#endif
392
393#if defined(_GRADIENT_NORMALS_0_VERTICAL)
394texture2D _Gradient_Normals_0_Vertical;
395float4 _Gradient_Normals_0_Vertical_ST;
396#endif
397#if defined(_GRADIENT_NORMALS_0_HORIZONTAL)
398texture2D _Gradient_Normals_0_Horizontal;
399float4 _Gradient_Normals_0_Horizontal_ST;
400#endif
401
402#if defined(_GRADIENT_NORMALS_1_VERTICAL)
403texture2D _Gradient_Normals_1_Vertical;
404float4 _Gradient_Normals_1_Vertical_ST;
405#endif
406#if defined(_GRADIENT_NORMALS_1_HORIZONTAL)
407texture2D _Gradient_Normals_1_Horizontal;
408float4 _Gradient_Normals_1_Horizontal_ST;
409#endif
410
411#if defined(_GRADIENT_NORMALS_2_VERTICAL)
412texture2D _Gradient_Normals_2_Vertical;
413float4 _Gradient_Normals_2_Vertical_ST;
414#endif
415#if defined(_GRADIENT_NORMALS_2_HORIZONTAL)
416texture2D _Gradient_Normals_2_Horizontal;
417float4 _Gradient_Normals_2_Horizontal_ST;
418#endif
419
420#if defined(_GRADIENT_NORMALS_3_VERTICAL)
421texture2D _Gradient_Normals_3_Vertical;
422float4 _Gradient_Normals_3_Vertical_ST;
423#endif
424#if defined(_GRADIENT_NORMALS_3_HORIZONTAL)
425texture2D _Gradient_Normals_3_Horizontal;
426float4 _Gradient_Normals_3_Horizontal_ST;
427#endif
428
429#if defined(_SEA_FOAM)
430float4 _Sea_Foam_Color;
431float _Sea_Foam_Roughness;
432float _Sea_Foam_Lambda;
433float _Sea_Foam_Power;
434float _Sea_Foam_Factor;
435float _Sea_Foam_Bias;
436#endif
437
438#if defined(_SEA_FOAM_0)
439texture2D _Sea_Foam_0_Slope;
440float4    _Sea_Foam_0_Slope_ST;
441#endif
442#if defined(_SEA_FOAM_1)
443texture2D _Sea_Foam_1_Slope;
444float4    _Sea_Foam_1_Slope_ST;
445#endif
446#if defined(_SEA_FOAM_2)
447texture2D _Sea_Foam_2_Slope;
448float4    _Sea_Foam_2_Slope_ST;
449#endif
450#if defined(_SEA_FOAM_3)
451texture2D _Sea_Foam_3_Slope;
452float4    _Sea_Foam_3_Slope_ST;
453#endif
454
455#if defined(_VERTEX_DOMAIN_WARPING)
456texture3D _Vertex_Domain_Warping_Noise;
457float _Vertex_Domain_Warping_Strength;
458float _Vertex_Domain_Warping_Scale;
459float _Vertex_Domain_Warping_Octaves;
460float _Vertex_Domain_Warping_Speed;
461#endif  // _VERTEX_DOMAIN_WARPING
462
463#if defined(_VERTEX_DOMAIN_WARPING_AUDIOLINK)
464float _Vertex_Domain_Warping_Audiolink_VU_Strength_Factor;
465float _Vertex_Domain_Warping_Audiolink_VU_Scale_Factor;
466#endif  // _VERTEX_DOMAIN_WARPING_AUDIOLINK
467
468#if defined(_UV_DOMAIN_WARPING)
469texture2D _UV_Domain_Warping_Noise;
470float _UV_Domain_Warping_Spatial_Strength;
471float _UV_Domain_Warping_Spatial_Scale;
472float _UV_Domain_Warping_Spatial_Octaves;
473float _UV_Domain_Warping_Spatial_Speed;
474float2 _UV_Domain_Warping_Spatial_Direction;
475#endif
476
477#if defined(_EYE_EFFECT_00)
478float _Gimmick_Eye_Effect_00_Edge_Length;
479float3 _Gimmick_Eye_Effect_00_Period;
480float3 _Gimmick_Eye_Effect_00_Count;
481texture2D _Gimmick_Eye_Effect_00_Noise;
482float _Gimmick_Eye_Effect_00_Domain_Warping_Octaves;
483float _Gimmick_Eye_Effect_00_Domain_Warping_Scale;
484float _Gimmick_Eye_Effect_00_Domain_Warping_Speed;
485float _Gimmick_Eye_Effect_00_Domain_Warping_Strength;
486#endif  // _EYE_EFFECT_00
487
488#if defined(_SSFD)
489float _SSFD_Scale;
490float _SSFD_Max_Fwidth;
491texture3D _SSFD_Noise;
492float _SSFD_Size_Factor;
493float _SSFD_Threshold;
494#endif  // _SSFD
495
496#if defined(_LTCGI)
497float _LTCGI_Strength;
498float4 _LTCGI_SpecularColor;
499float4 _LTCGI_DiffuseColor;
500#endif  // _LTCGI
501
502#if defined(MASKED_STENCIL1_PASS)
503texture2D _Masked_Stencil1_Mask;
504#endif  // MASKED_STENCIL1_PASS
505
506#if defined(MASKED_STENCIL2_PASS)
507texture2D _Masked_Stencil2_Mask;
508#endif  // MASKED_STENCIL2_PASS
509
510#if defined(MASKED_STENCIL3_PASS)
511texture2D _Masked_Stencil3_Mask;
512#endif  // MASKED_STENCIL3_PASS
513
514#if defined(MASKED_STENCIL4_PASS)
515texture2D _Masked_Stencil4_Mask;
516#endif  // MASKED_STENCIL4_PASS
517
518#if defined(EXTRA_STENCIL_COLOR_PASS)
519float4 _ExtraStencilColor;
520#endif  // EXTRA_STENCIL_COLOR_PASS
521
522#if defined(_FOCAL_LENGTH_CONTROL)
523float _Focal_Length_Enabled_Dynamic;
524float _Focal_Length_Multiplier;
525#endif  // _FOCAL_LENGTH_CONTROL
526
527#if defined(_GLITTER)
528float4 _Glitter_Color;
529float _Glitter_UV_Channel;
530float3 _Glitter_Emission;
531float _Glitter_Layers;
532float _Glitter_Grid_Size;
533float _Glitter_Size;
534float _Glitter_Major_Minor_Ratio;
535float _Glitter_Angle_Randomization_Range;
536float _Glitter_Center_Randomization_Range;
537float _Glitter_Size_Randomization_Range;
538float _Glitter_Existence_Chance;
539#if defined(_GLITTER_ANGLE_LIMIT)
540float _Glitter_Angle_Limit;
541float _Glitter_Angle_Limit_Transition_Width;
542#endif  // _GLITTER_ANGLE_LIMIT
543#if defined(_GLITTER_MASK)
544texture2D _Glitter_Mask;
545#endif  // _GLITTER_MASK
546#endif  // _GLITTER
547
548#if defined(_MATERIAL_TYPE_CLOTH)
549texture2D _Cloth_Mask;
550float3 _Cloth_Sheen_Color;
551float _Cloth_Direct_Multiplier;
552float _Cloth_Indirect_Multiplier;
553#if defined(_MATERIAL_TYPE_CLOTH_SUBSURFACE)
554float3 _Cloth_Subsurface_Color;
555#endif  // _MATERIAL_TYPE_CLOTH_SUBSURFACE
556#endif  // _MATERIAL_TYPE_CLOTH
557
558#if defined(_HARNACK_TRACING_GYROID)
559float _Harnack_Tracing_Gyroid_Speed;
560float _Harnack_Tracing_Gyroid_Scale;
561#endif  // _HARNACK_TRACING_GYROID
562
563#if defined(_FALSE_COLOR_VISUALIZATION)
564float _False_Color_Visualization_Luminance;
565float _False_Color_Visualization_Luminance_Bounded;
566#endif  // _FALSE_COLOR_VISUALIZATION
567
568#if defined(_LETTER_GRID)
569texture2D _Letter_Grid_Texture;
570float4 _Letter_Grid_Texture_TexelSize;
571float _Letter_Grid_Tex_Res_X;
572float _Letter_Grid_Tex_Res_Y;
573float _Letter_Grid_Res_X;
574float _Letter_Grid_Res_Y;
575float4 _Letter_Grid_Data_Row_0;
576float4 _Letter_Grid_Data_Row_1;
577float4 _Letter_Grid_Data_Row_2;
578float4 _Letter_Grid_Data_Row_3;
579float4 _Letter_Grid_UV_Scale_Offset;
580float _Letter_Grid_Padding;
581float4 _Letter_Grid_Color;
582float _Letter_Grid_Metallic;
583float _Letter_Grid_Roughness;
584float _Letter_Grid_Emission;
585texture2D _Letter_Grid_Mask;
586float _Letter_Grid_Global_Offset;
587float _Letter_Grid_Screen_Px_Range;
588float _Letter_Grid_Min_Screen_Px_Range;
589float _Letter_Grid_Blurriness;
590float _Letter_Grid_Alpha_Threshold;
591#endif  // _LETTER_GRID
592
593#if defined(_SHATTER_WAVE)
594float4 _Shatter_Wave_Amplitude;
595float4 _Shatter_Wave_Wavelength;
596float4 _Shatter_Wave_Speed;
597float4 _Shatter_Wave_Period;
598float4 _Shatter_Wave_Time_Offset;
599float4 _Shatter_Wave_Power;
600float3 _Shatter_Wave_Direction0;
601float3 _Shatter_Wave_Direction1;
602float3 _Shatter_Wave_Direction2;
603float3 _Shatter_Wave_Direction3;
604#endif  // _SHATTER_WAVE
605
606#if defined(_SHATTER_WAVE_AUDIOLINK)
607float4 _Shatter_Wave_Chronotensity_Weights0;
608float4 _Shatter_Wave_Chronotensity_Weights1;
609float4 _Shatter_Wave_Chronotensity_Weights2;
610float4 _Shatter_Wave_Chronotensity_Weights3;
611float4 _Shatter_Wave_Chronotensity_Time_Factor;
612#endif  // _SHATTER_WAVE_AUDIOLINK
613
614#if defined(_SHATTER_WAVE_ROTATION)
615float4 _Shatter_Wave_Rotation_Strength;
616#endif  // _SHATTER_WAVE_ROTATION
617
618#if defined(_TESSELLATION)
619float _Tessellation_Factor;
620float _Tessellation_Falloff_Factor;
621float _Tessellation_Frustum_Culling_Bias;
622#endif  // _TESSELLATION
623
624#if defined(_TESSELLATION_HEIGHTMAP_0)
625texture2D _Tessellation_Heightmap_0;
626float4 _Tessellation_Heightmap_0_ST;
627float _Tessellation_Heightmap_0_Scale;
628float _Tessellation_Heightmap_0_Offset;
629#endif  // _TESSELLATION_HEIGHTMAP_0
630
631#if defined(_TESSELLATION_HEIGHTMAP_1)
632texture2D _Tessellation_Heightmap_1;
633float4 _Tessellation_Heightmap_1_ST;
634float _Tessellation_Heightmap_1_Scale;
635float _Tessellation_Heightmap_1_Offset;
636#endif  // _TESSELLATION_HEIGHTMAP_1
637
638#if defined(_TESSELLATION_HEIGHTMAP_2)
639texture2D _Tessellation_Heightmap_2;
640float4 _Tessellation_Heightmap_2_ST;
641float _Tessellation_Heightmap_2_Scale;
642float _Tessellation_Heightmap_2_Offset;
643#endif  // _TESSELLATION_HEIGHTMAP_2
644
645#if defined(_TESSELLATION_HEIGHTMAP_3)
646texture2D _Tessellation_Heightmap_3;
647float4 _Tessellation_Heightmap_3_ST;
648float _Tessellation_Heightmap_3_Scale;
649float _Tessellation_Heightmap_3_Offset;
650#endif  // _TESSELLATION_HEIGHTMAP_3
651
652#if defined(_TESSELLATION_HEIGHTMAP_4)
653texture2D _Tessellation_Heightmap_4;
654float4 _Tessellation_Heightmap_4_ST;
655float _Tessellation_Heightmap_4_Scale;
656float _Tessellation_Heightmap_4_Offset;
657#endif  // _TESSELLATION_HEIGHTMAP_4
658
659#if defined(_TESSELLATION_HEIGHTMAP_5)
660texture2D _Tessellation_Heightmap_5;
661float4 _Tessellation_Heightmap_5_ST;
662float _Tessellation_Heightmap_5_Scale;
663float _Tessellation_Heightmap_5_Offset;
664#endif  // _TESSELLATION_HEIGHTMAP_5
665
666#if defined(_TESSELLATION_HEIGHTMAP_6)
667texture2D _Tessellation_Heightmap_6;
668float4 _Tessellation_Heightmap_6_ST;
669float _Tessellation_Heightmap_6_Scale;
670float _Tessellation_Heightmap_6_Offset;
671#endif  // _TESSELLATION_HEIGHTMAP_6
672
673#if defined(_TESSELLATION_HEIGHTMAP_7)
674texture2D _Tessellation_Heightmap_7;
675float4 _Tessellation_Heightmap_7_ST;
676float _Tessellation_Heightmap_7_Scale;
677float _Tessellation_Heightmap_7_Offset;
678#endif  // _TESSELLATION_HEIGHTMAP_7
679
680// #if defined(_TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL)
681float3 _Tessellation_Heightmap_Direction_Control_Vector;
682// #endif  // _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL
683
684#if defined(_TESSELLATION_RANGE_FACTOR)
685float _Tessellation_Range_Factor_Distance_Near;
686float _Tessellation_Range_Factor_Factor_Near;
687float _Tessellation_Range_Factor_Distance_Far;
688float _Tessellation_Range_Factor_Factor_Far;
689#endif  // _TESSELLATION_RANGE_FACTOR
690
691#if defined(_SPHERIZE)
692float _Spherize_Radius;
693float _Spherize_Strength;
694#endif  // _SPHERIZE
695
696#if defined(_3D_SDF)
697texture3D _3D_SDF_Texture;
698float4 _3D_SDF_ST;
699float _3D_SDF_UV_Channel;
700float4 _3D_SDF_Thresholds;
701float4 _3D_SDF_Color_0;
702float4 _3D_SDF_Color_1;
703float4 _3D_SDF_Color_2;
704float4 _3D_SDF_Color_3;
705float _3D_SDF_Z;
706float _3D_SDF_Z_Speed;
707#endif  // _3D_SDF
708
709#if defined(_CUSTOM30)
710float _Custom30_ro_Offset;
711float _Custom30_Quaternion_UV_Channel_0;
712float _Custom30_Quaternion_UV_Channel_1;
713#endif
714
715#if defined(_CUSTOM30_BASICPLATFORM)
716float3 _Custom30_BasicPlatform_Size;
717float _Custom30_BasicPlatform_Frame_D;
718float _Custom30_BasicPlatform_Core_D;
719#endif  // _CUSTOM30_BASICPLATFORM
720
721#if defined(_CUSTOM30_BASICPLATFORM_CHAMFER)
722float3 _Custom30_BasicPlatform_Chamfer_Size;
723#endif  // _CUSTOM30_BASICPLATFORM_CHAMFER
724
725#if defined(_SSAO)
726float _SSAO_Radius;
727float _SSAO_Samples;
728float _SSAO_Strength;
729texture2D _SSAO_Noise;
730float4 _SSAO_Noise_TexelSize;
731float _SSAO_Bias;
732#endif  // _SSAO
733
734#if defined(_RAYMARCHED_FOG)
735float3 _Raymarched_Fog_Color;
736float _Raymarched_Fog_Direct_Light_Intensity;
737float _Raymarched_Fog_Indirect_Light_Intensity;
738float _Raymarched_Fog_Steps;
739float _Raymarched_Fog_Density;
740texture2D _Raymarched_Fog_Dithering_Noise;
741float4 _Raymarched_Fog_Dithering_Noise_TexelSize;
742texture3D _Raymarched_Fog_Density_Noise;
743float4 _Raymarched_Fog_Density_Noise_Scale;
744float _Raymarched_Fog_Y_Cutoff;
745float3 _Raymarched_Fog_Velocity;
746float _Raymarched_Fog_Mean_Free_Path;
747float _Raymarched_Fog_Albedo;
748float _Raymarched_Fog_G;
749float _Raymarched_Fog_Height_Scale;
750float _Raymarched_Fog_Height_Offset;
751float _Raymarched_Fog_Turbulence;
752float _Raymarched_Fog_Step_Size;
753float _Raymarched_Fog_Step_Growth;
754#if defined(_RAYMARCHED_FOG_EMITTER_TEXTURE)
755texture2D _Raymarched_Fog_Emitter_Texture;
756float4 _Raymarched_Fog_Emitter_Texture_TexelSize;
757float3 _Raymarched_Fog_Emitter_Texture_World_Pos;
758float3 _Raymarched_Fog_Emitter_Texture_World_Normal;
759float3 _Raymarched_Fog_Emitter_Texture_World_Tangent;
760float2 _Raymarched_Fog_Emitter_Texture_World_Scale;
761float _Raymarched_Fog_Emitter_Texture_Luminance;
762float _Raymarched_Fog_Emitter_Texture_Intensity;
763#endif
764#if defined(_RAYMARCHED_FOG_EMITTER_TEXTURE_WARPING)
765float _Raymarched_Fog_Emitter_Texture_Warping_Octaves;
766float _Raymarched_Fog_Emitter_Texture_Warping_Strength;
767float _Raymarched_Fog_Emitter_Texture_Warping_Scale;
768float _Raymarched_Fog_Emitter_Texture_Warping_Speed;
769#endif
770#if defined(_RAYMARCHED_FOG_DENSITY_EXPONENT)
771float _Raymarched_Fog_Density_Exponent;
772#endif
773#endif  // _RAYMARCHED_FOG
774
775#if defined(_OKLCH_CORRECTION)
776float _Oklch_Correction_L;
777float _Oklch_Correction_C;
778float _Oklch_Correction_H;
779#endif  // _OKLCH_CORRECTION
780
781#if defined(_OKLAB_BRIGHTNESS_CLAMP)
782float _Oklab_Brightness_Clamp_Min;
783float _Oklab_Brightness_Clamp_Max;
784#endif  // _OKLAB_BRIGHTNESS_CLAMP
785
786#if defined(_TROCHOID)
787float _Trochoid_R;
788float _Trochoid_r;
789float _Trochoid_d;
790float _Trochoid_theta_k;
791float _Trochoid_t_k;
792float _Trochoid_X_Scale;
793float _Trochoid_Y_Scale;
794float _Trochoid_Z_Scale;
795float _Trochoid_r_Power;
796texture2D _Trochoid_Color_Ramp;
797#endif  // _TROCHOID
798
799#if defined(_QUASI_SHADOWS)
800float4 _Quasi_Shadows_0_Color;
801float _Quasi_Shadows_0_Threshold;
802float _Quasi_Shadows_0_Width;
803#endif  // _QUASI_SHADOWS
804
805#endif  // __GLOBALS_INC