// UNITY_SHADER_NO_UPGRADE #ifndef _VLB_SHADER_PROPERTIES_INCLUDED_ #define _VLB_SHADER_PROPERTIES_INCLUDED_ #include "ShaderPropertySystem.cginc" /// **************************************** /// PROPERTIES DECLARATION /// **************************************** VLB_DEFINE_PROP_START #if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES VLB_DEFINE_PROP(float4x4, _LocalToWorldMatrix) VLB_DEFINE_PROP(float4x4, _WorldToLocalMatrix) #endif // if VLB_COLOR_GRADIENT_MATRIX_HIGH || VLB_COLOR_GRADIENT_MATRIX_LOW VLB_DEFINE_PROP(float4x4, _ColorGradientMatrix) // else VLB_DEFINE_PROP(float4, _ColorFlat) // endif VLB_DEFINE_PROP(half, _AlphaInside) VLB_DEFINE_PROP(half, _AlphaOutside) VLB_DEFINE_PROP(float2, _ConeSlopeCosSin) // between -1 and +1 VLB_DEFINE_PROP(float2, _ConeRadius) // x = start radius ; y = end radius VLB_DEFINE_PROP(float, _ConeApexOffsetZ) // > 0 VLB_DEFINE_PROP(float, _AttenuationLerpLinearQuad) VLB_DEFINE_PROP(float3, _DistanceFallOff) // fallOffStart, fallOffEnd, maxGeometryDistance VLB_DEFINE_PROP(float, _DistanceCamClipping) VLB_DEFINE_PROP(float, _FadeOutFactor) VLB_DEFINE_PROP(float, _FresnelPow) // must be != 0 to avoid infinite fresnel VLB_DEFINE_PROP(float, _GlareFrontal) VLB_DEFINE_PROP(float, _GlareBehind) VLB_DEFINE_PROP(float, _DrawCap) VLB_DEFINE_PROP(float4, _CameraParams) // xyz: object space forward vector ; w: cameraIsInsideBeamFactor (-1 : +1) // if VLB_OCCLUSION_CLIPPING_PLANE VLB_DEFINE_PROP(float4, _DynamicOcclusionClippingPlaneWS) VLB_DEFINE_PROP(float, _DynamicOcclusionClippingPlaneProps) // elif VLB_OCCLUSION_DEPTH_TEXTURE VLB_DEFINE_PROP(float, _DynamicOcclusionDepthProps) // endif // if VLB_DEPTH_BLEND VLB_DEFINE_PROP(float, _DepthBlendDistance) // endif // if VLB_NOISE_3D VLB_DEFINE_PROP(float4, _NoiseVelocityAndScale) VLB_DEFINE_PROP(float2, _NoiseParam) // endif // if VLB_MESH_SKEWING VLB_DEFINE_PROP(float3, _LocalForwardDirection) // endif VLB_DEFINE_PROP(float2, _TiltVector) VLB_DEFINE_PROP(float4, _AdditionalClippingPlaneWS) VLB_DEFINE_PROP_END #if VLB_OCCLUSION_DEPTH_TEXTURE // Setting a Texture property to a GPU instanced material is not supported, so keep it as regular property uniform sampler2D _DynamicOcclusionDepthTexture; #endif #if VLB_DITHERING uniform float _VLB_DitheringFactor; uniform sampler2D _VLB_DitheringNoiseTex; uniform float4 _VLB_DitheringNoiseTex_TexelSize; #endif /// **************************************** #endif