// =========================================================================== // WARNING: // On PS4, texture/sampler declarations need to be outside of CBuffers // Otherwise those parameters are not bound correctly at runtime. // =========================================================================== #define UNITY_TEXTURE_STREAMING_DEBUG_VARS float4 unity_MipmapStreaming_DebugTex_ST; float4 unity_MipmapStreaming_DebugTex_TexelSize; float4 unity_MipmapStreaming_DebugTex_MipInfo; float4 unity_MipmapStreaming_DebugTex_StreamInfo; // Unity Toon Shader #include "UtsTextures.hlsl" // TODO: HDRP properties, clean it in the future #ifndef LAYERED_LIT_SHADER TEXTURE2D(_HeightMap); SAMPLER(sampler_HeightMap); #endif CBUFFER_START(UnityPerMaterial) #include "UtsUnityPerMaterial.hlsl" // TODO: This is for layered lit only, clean it in the future float4 _UVMappingMaskEmissive; // TODO: HDRP properties, clean it in the future #ifndef LAYERED_LIT_SHADER float4 _DetailMap_ST; float _DetailAlbedoScale; float _DetailNormalScale; float _DetailSmoothnessScale; float _DiffusionProfileHash; float _SubsurfaceMask; float _TransmissionMask; float _Thickness; float4 _ThicknessRemap; float _TexWorldScale; float _InvTilingScale; float4 _UVMappingMask; float4 _UVDetailsMappingMask; float _LinkDetailsWithBase; float _ObjectSpaceUVMapping; #endif // LAYERED_LIT_SHADER // Following two variables are feeded by the C++ Editor for Scene selection int _ObjectId; int _PassValue; CBUFFER_END // Global int _ToonLightHiCutFilter; int _ToonEvAdjustmentCurve; float _ToonEvAdjustmentValueArray[128]; float _ToonEvAdjustmentValueMin; float _ToonEvAdjustmentValueMax; float _ToonEvAdjustmentCompensation; float _ToonIgnoreExposureMultiplier; float _Outline_MaxWidth; float4 _HairShadowRTHandleScale; float4 _HairBlendingRTHandleScale; float _HairShadowDistance; float _HairShadowDistanceScaleFactor; float _HairShadowDepthBias; float _HairShadowFadeInDistance; float _HairShadowFadeOutDistance;