ShaderProperties.cginc 2.6 KB

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  1. // UNITY_SHADER_NO_UPGRADE
  2. #ifndef _VLB_SHADER_PROPERTIES_INCLUDED_
  3. #define _VLB_SHADER_PROPERTIES_INCLUDED_
  4. #include "ShaderPropertySystem.cginc"
  5. /// ****************************************
  6. /// PROPERTIES DECLARATION
  7. /// ****************************************
  8. VLB_DEFINE_PROP_START
  9. #if VLB_CUSTOM_INSTANCED_OBJECT_MATRICES
  10. VLB_DEFINE_PROP(float4x4, _LocalToWorldMatrix)
  11. VLB_DEFINE_PROP(float4x4, _WorldToLocalMatrix)
  12. #endif
  13. // if VLB_COLOR_GRADIENT_MATRIX_HIGH || VLB_COLOR_GRADIENT_MATRIX_LOW
  14. VLB_DEFINE_PROP(float4x4, _ColorGradientMatrix)
  15. // else
  16. VLB_DEFINE_PROP(float4, _ColorFlat)
  17. // endif
  18. VLB_DEFINE_PROP(half, _AlphaInside)
  19. VLB_DEFINE_PROP(half, _AlphaOutside)
  20. VLB_DEFINE_PROP(float2, _ConeSlopeCosSin) // between -1 and +1
  21. VLB_DEFINE_PROP(float2, _ConeRadius) // x = start radius ; y = end radius
  22. VLB_DEFINE_PROP(float, _ConeApexOffsetZ) // > 0
  23. VLB_DEFINE_PROP(float, _AttenuationLerpLinearQuad)
  24. VLB_DEFINE_PROP(float3, _DistanceFallOff) // fallOffStart, fallOffEnd, maxGeometryDistance
  25. VLB_DEFINE_PROP(float, _DistanceCamClipping)
  26. VLB_DEFINE_PROP(float, _FadeOutFactor)
  27. VLB_DEFINE_PROP(float, _FresnelPow) // must be != 0 to avoid infinite fresnel
  28. VLB_DEFINE_PROP(float, _GlareFrontal)
  29. VLB_DEFINE_PROP(float, _GlareBehind)
  30. VLB_DEFINE_PROP(float, _DrawCap)
  31. VLB_DEFINE_PROP(float4, _CameraParams) // xyz: object space forward vector ; w: cameraIsInsideBeamFactor (-1 : +1)
  32. // if VLB_OCCLUSION_CLIPPING_PLANE
  33. VLB_DEFINE_PROP(float4, _DynamicOcclusionClippingPlaneWS)
  34. VLB_DEFINE_PROP(float, _DynamicOcclusionClippingPlaneProps)
  35. // elif VLB_OCCLUSION_DEPTH_TEXTURE
  36. VLB_DEFINE_PROP(float, _DynamicOcclusionDepthProps)
  37. // endif
  38. // if VLB_DEPTH_BLEND
  39. VLB_DEFINE_PROP(float, _DepthBlendDistance)
  40. // endif
  41. // if VLB_NOISE_3D
  42. VLB_DEFINE_PROP(float4, _NoiseVelocityAndScale)
  43. VLB_DEFINE_PROP(float2, _NoiseParam)
  44. // endif
  45. // if VLB_MESH_SKEWING
  46. VLB_DEFINE_PROP(float3, _LocalForwardDirection)
  47. // endif
  48. VLB_DEFINE_PROP(float2, _TiltVector)
  49. VLB_DEFINE_PROP(float4, _AdditionalClippingPlaneWS)
  50. VLB_DEFINE_PROP_END
  51. #if VLB_OCCLUSION_DEPTH_TEXTURE
  52. // Setting a Texture property to a GPU instanced material is not supported, so keep it as regular property
  53. uniform sampler2D _DynamicOcclusionDepthTexture;
  54. #endif
  55. #if VLB_DITHERING
  56. uniform float _VLB_DitheringFactor;
  57. uniform sampler2D _VLB_DitheringNoiseTex;
  58. uniform float4 _VLB_DitheringNoiseTex_TexelSize;
  59. #endif
  60. /// ****************************************
  61. #endif