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- // 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
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