Files
com.misaki.hdrp-toon/Runtime/Shaders/Includes/Properties/UtsHdrpProperties.hlsl
2025-05-06 23:39:49 +09:00

73 lines
2.0 KiB
HLSL

// ===========================================================================
// 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;
float _HairShadowDistance;
float _HairShadowDistanceScaleFactor;
float _HairShadowDepthBias;
float _HairShadowFadeInDistance;
float _HairShadowFadeOutDistance;
// float2 _HairShadowRTHandleScale;
// float2 _HairBlendingRTHandleScale;