110 lines
3.9 KiB
HLSL
110 lines
3.9 KiB
HLSL
// UNITY_SHADER_NO_UPGRADE
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#ifndef _VLB_SHADER_PROPERTIES_INCLUDED_
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#define _VLB_SHADER_PROPERTIES_INCLUDED_
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#include "ShaderPropertySystem.cginc"
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/// ****************************************
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/// PROPERTIES DECLARATION
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/// ****************************************
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VLB_DEFINE_PROP_START
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#if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
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VLB_DEFINE_PROP(float4x4, _LocalToWorldMatrix)
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VLB_DEFINE_PROP(float4x4, _WorldToLocalMatrix)
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#endif
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// if VLB_COLOR_GRADIENT_MATRIX_HIGH || VLB_COLOR_GRADIENT_MATRIX_LOW
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VLB_DEFINE_PROP(float4x4, _ColorGradientMatrix)
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// else
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VLB_DEFINE_PROP(float4, _ColorFlat)
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// endif
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VLB_DEFINE_PROP(half, _AlphaInside)
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VLB_DEFINE_PROP(half, _AlphaOutside)
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VLB_DEFINE_PROP(half, _HDRPExposureWeight)
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VLB_DEFINE_PROP(float2, _ConeSlopeCosSin) // between -1 and +1
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VLB_DEFINE_PROP(float2, _ConeRadius) // x = start radius ; y = end radius
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VLB_DEFINE_PROP(float2, _ConeGeomProps) // x = apex offset z > 0 ; y = mesh sides
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VLB_DEFINE_PROP(float, _AttenuationLerpLinearQuad)
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VLB_DEFINE_PROP(float3, _DistanceFallOff) // fallOffStart, fallOffEnd, maxGeometryDistance
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VLB_DEFINE_PROP(float, _DistanceCamClipping)
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VLB_DEFINE_PROP(float, _FadeOutFactor)
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VLB_DEFINE_PROP(float, _FresnelPow) // must be != 0 to avoid infinite fresnel
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VLB_DEFINE_PROP(float, _GlareFrontal)
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VLB_DEFINE_PROP(float, _GlareBehind)
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VLB_DEFINE_PROP(float, _DrawCap)
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VLB_DEFINE_PROP(float4, _CameraParams) // xyz: object space forward vector ; w: cameraIsInsideBeamFactor (-1 : +1)
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// if VLB_OCCLUSION_CLIPPING_PLANE
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VLB_DEFINE_PROP(float4, _DynamicOcclusionClippingPlaneWS)
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VLB_DEFINE_PROP(float, _DynamicOcclusionClippingPlaneProps)
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// elif VLB_OCCLUSION_DEPTH_TEXTURE
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VLB_DEFINE_PROP(float4, _DynamicOcclusionDepthProps) // x = should flip x? ; y = should flip y? ; z = fade distance ; w = perspective cam ?
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// endif
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// VLB_NOISE_3D
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VLB_DEFINE_PROP(float4, _NoiseVelocityAndScale)
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VLB_DEFINE_PROP(float2, _NoiseParam)
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/////////////////
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/// SD
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/////////////////
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VLB_DEFINE_PROP(float, _DepthBlendDistance)
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VLB_DEFINE_PROP(float2, _TiltVector)
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VLB_DEFINE_PROP(float4, _AdditionalClippingPlaneWS)
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VLB_DEFINE_PROP(float3, _LocalForwardDirection) // VLB_MESH_SKEWING
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/////////////////
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/// HD
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/////////////////
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VLB_DEFINE_PROP(half, _Intensity)
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VLB_DEFINE_PROP(float, _SideSoftness)
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VLB_DEFINE_PROP(float4, _Jittering)
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VLB_DEFINE_PROP(float3, _CameraForwardOS) // xyz: object space forward vector
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VLB_DEFINE_PROP(float3, _CameraForwardWS) // xyz: world space forward vector
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VLB_DEFINE_PROP(float3, _TransformScale)
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// VLB_COOKIE_1CHANNEL || VLB_COOKIE_RGBA
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VLB_DEFINE_PROP(float4, _CookieProperties)
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VLB_DEFINE_PROP(float4, _CookiePosAndScale)
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VLB_DEFINE_PROP(float4, _ShadowProps) // VLB_SHADOW
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VLB_DEFINE_PROP_END
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// UNITY_REVERSED_Z define is broken for WebGL and URP
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uniform float _VLB_UsesReversedZBuffer; // not reversed in OpenGL on WebGL
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#if VLB_DITHERING
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uniform float _VLB_DitheringFactor;
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uniform sampler2D _VLB_DitheringNoiseTex;
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uniform float4 _VLB_DitheringNoiseTex_TexelSize;
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#endif
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/////////////////
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/// SD
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/////////////////
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#if VLB_OCCLUSION_DEPTH_TEXTURE
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// Setting a Texture property to a GPU instanced material is not supported, so keep it as regular property
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uniform sampler2D _DynamicOcclusionDepthTexture;
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#endif
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/////////////////
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/// HD
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/////////////////
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uniform float _VLB_CameraBlendingDistance;
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// Setting a Texture property to a GPU instanced material is not supported, so keep it as regular property
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uniform sampler2D _ShadowDepthTexture; // VLB_SHADOW
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uniform sampler2D _CookieTexture; // VLB_COOKIE_1CHANNEL || VLB_COOKIE_RGBA
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uniform sampler2D _VLB_JitteringNoiseTex;
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uniform float4 _VLB_JitteringNoiseTex_TexelSize;
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/// ****************************************
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#endif
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