#ifndef LIL_INPUT_INCLUDED #define LIL_INPUT_INCLUDED //------------------------------------------------------------------------------------------------------------------------------ // Variables from Unity #if !defined(SHADER_API_GLES) TEXTURE3D(_DitherMaskLOD); #endif SAMPLER(sampler_trilinear_repeat); SAMPLER(sampler_linear_clamp); #define sampler_linear_repeat sampler_trilinear_repeat #if defined(LIL_BRP) TEXTURE2D_SCREEN(_CameraDepthTexture); TEXTURE2D_SCREEN(_lilBackgroundTexture); TEXTURE2D_SCREEN(_GrabTexture); float4 _lilBackgroundTexture_TexelSize; #define LIL_GET_DEPTH_TEX_CS(uv) LIL_SAMPLE_SCREEN_CS(_CameraDepthTexture, lilCameraDepthTexel(uv)) #define LIL_TO_LINEARDEPTH(z,uv) lilLinearEyeDepth(z, uv) #define LIL_GET_BG_TEX(uv,lod) LIL_SAMPLE_SCREEN(_lilBackgroundTexture, sampler_linear_clamp, uv) #define LIL_GET_GRAB_TEX(uv,lod) LIL_SAMPLE_SCREEN(_GrabTexture, sampler_linear_clamp, uv) #define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture) #elif defined(LIL_HDRP) #define LIL_GET_DEPTH_TEX_CS(uv) SampleCameraDepth(uv/LIL_SCREENPARAMS.xy) #define LIL_TO_LINEARDEPTH(z,uv) LinearEyeDepth(z, _ZBufferParams) #define LIL_GET_BG_TEX(uv,lod) SampleCameraColor(uv,lod) #define LIL_GET_GRAB_TEX(uv,lod) SampleCameraColor(uv,lod) #define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture) #else TEXTURE2D_SCREEN(_CameraDepthTexture); TEXTURE2D_SCREEN(_CameraOpaqueTexture); #define LIL_GET_DEPTH_TEX_CS(uv) LIL_SAMPLE_SCREEN_CS(_CameraDepthTexture, uv) #define LIL_TO_LINEARDEPTH(z,uv) LinearEyeDepth(z, _ZBufferParams) #define LIL_GET_BG_TEX(uv,lod) LIL_SAMPLE_SCREEN_LOD(_CameraOpaqueTexture, sampler_linear_clamp, uv, lod) #define LIL_GET_GRAB_TEX(uv,lod) LIL_SAMPLE_SCREEN_LOD(_CameraOpaqueTexture, sampler_linear_clamp, uv, lod) #define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture) #endif //------------------------------------------------------------------------------------------------------------------------------ // Texture Exists #if !defined(LIL_FEATURE_MainTex) #define LIL_FEATURE_MainTex #endif #if defined(LIL_LITE) #if !defined(LIL_FEATURE_TriMask) #define LIL_FEATURE_TriMask #endif #if !defined(LIL_FEATURE_MainTex) #define LIL_FEATURE_MainTex #endif #if !defined(LIL_FEATURE_ShadowColorTex) #define LIL_FEATURE_ShadowColorTex #endif #if !defined(LIL_FEATURE_Shadow2ndColorTex) #define LIL_FEATURE_Shadow2ndColorTex #endif #if !defined(LIL_FEATURE_MatCapTex) #define LIL_FEATURE_MatCapTex #endif #if !defined(LIL_FEATURE_EmissionMap) #define LIL_FEATURE_EmissionMap #endif #if !defined(LIL_FEATURE_OutlineTex) #define LIL_FEATURE_OutlineTex #endif #if !defined(LIL_FEATURE_OutlineWidthMask) #define LIL_FEATURE_OutlineWidthMask #endif #endif //------------------------------------------------------------------------------------------------------------------------------ // Input // ST x:scale y:scale z:offset w:offset // ScrollRotate x:scroll y:scroll z:angle w:rotation // Blink x:strength y:type z:speed w:offset // HSVG x:hue y:saturation z:value w:gamma // BlendMode 0:normal 1:add 2:screen 3:multiply // bool does not work in cbuffer #if !defined(lilBool) #define lilBool uint #endif #ifndef LIL_INPUT_BASE_INCLUDED CBUFFER_START(UnityPerMaterial) #if defined(LIL_LITE) float4 _LightDirectionOverride; float4 _Color; float4 _MainTex_ST; float4 _MainTex_ScrollRotate; float4 _ShadowBorderColor; float4 _MatCapTex_ST; float4 _MatCapBlendUV1; float4 _RimColor; float4 _EmissionColor; float4 _EmissionBlink; float4 _EmissionMap_ST; float4 _EmissionMap_ScrollRotate; float4 _OutlineColor; float4 _OutlineTex_ST; float4 _OutlineTex_ScrollRotate; float _AsUnlit; float _Cutoff; float _SubpassCutoff; float _FlipNormal; float _ShiftBackfaceUV; float _VertexLightStrength; float _LightMinLimit; float _LightMaxLimit; float _MonochromeLighting; #if defined(LIL_BRP) float _AlphaBoostFA; #endif #if defined(LIL_HDRP) float _BeforeExposureLimit; float _lilDirectionalLightStrength; #endif float _BackfaceForceShadow; float _ShadowBorder; float _ShadowBlur; float _Shadow2ndBorder; float _Shadow2ndBlur; float _ShadowEnvStrength; float _ShadowBorderRange; float _MatCapVRParallaxStrength; float _RimBorder; float _RimBlur; float _RimFresnelPower; float _RimShadowMask; float _lilShadowCasterBias; float _OutlineWidth; float _OutlineEnableLighting; float _OutlineFixWidth; float _OutlineZBias; uint _Cull; uint _OutlineCull; uint _EmissionMap_UVMode; uint _OutlineVertexR2Width; lilBool _Invisible; lilBool _UseShadow; lilBool _UseMatCap; lilBool _MatCapMul; lilBool _MatCapPerspective; lilBool _MatCapZRotCancel; lilBool _UseRim; lilBool _UseEmission; lilBool _OutlineDeleteMesh; #elif defined(LIL_FAKESHADOW) float4 _Color; float4 _MainTex_ST; float4 _FakeShadowVector; #if defined(LIL_FEATURE_ENCRYPTION) float4 _Keys; #endif lilBool _Invisible; #if defined(LIL_FEATURE_ENCRYPTION) lilBool _IgnoreEncryption; #endif #elif defined(LIL_BAKER) float4 _Color; float4 _MainTex_ST; float4 _MainTexHSVG; float4 _Color2nd; float4 _Main2ndTex_ST; float4 _Color3rd; float4 _Main3rdTex_ST; float _MainGradationStrength; float _Main2ndTexAngle; float _Main3rdTexAngle; float _AlphaMaskScale; float _AlphaMaskValue; uint _Main2ndTexBlendMode; uint _Main2ndTex_UVMode; uint _Main3rdTexBlendMode; uint _Main3rdTex_UVMode; uint _AlphaMaskMode; lilBool _UseMain2ndTex; lilBool _Main2ndTexIsDecal; lilBool _Main2ndTexIsLeftOnly; lilBool _Main2ndTexIsRightOnly; lilBool _Main2ndTexShouldCopy; lilBool _Main2ndTexShouldFlipMirror; lilBool _Main2ndTexShouldFlipCopy; lilBool _Main2ndTexIsMSDF; lilBool _UseMain3rdTex; lilBool _Main3rdTexIsDecal; lilBool _Main3rdTexIsLeftOnly; lilBool _Main3rdTexIsRightOnly; lilBool _Main3rdTexShouldCopy; lilBool _Main3rdTexShouldFlipMirror; lilBool _Main3rdTexShouldFlipCopy; lilBool _Main3rdTexIsMSDF; #elif defined(LIL_MULTI) float4 _LightDirectionOverride; float4 _BackfaceColor; float4 _Color; float4 _MainTex_ST; float4 _MainTex_ScrollRotate; #if defined(LIL_MULTI_INPUTS_MAIN_TONECORRECTION) float4 _MainTexHSVG; #endif #if defined(LIL_MULTI_INPUTS_MAIN2ND) float4 _Color2nd; float4 _Main2ndTex_ST; float4 _Main2ndDistanceFade; float4 _Main2ndTexDecalAnimation; float4 _Main2ndTexDecalSubParam; float4 _Main2ndDissolveMask_ST; float4 _Main2ndDissolveColor; float4 _Main2ndDissolveParams; float4 _Main2ndDissolvePos; float4 _Main2ndDissolveNoiseMask_ST; float4 _Main2ndDissolveNoiseMask_ScrollRotate; #endif #if defined(LIL_MULTI_INPUTS_MAIN3RD) float4 _Color3rd; float4 _Main3rdTex_ST; float4 _Main3rdDistanceFade; float4 _Main3rdTexDecalAnimation; float4 _Main3rdTexDecalSubParam; float4 _Main3rdDissolveMask_ST; float4 _Main3rdDissolveColor; float4 _Main3rdDissolveParams; float4 _Main3rdDissolvePos; float4 _Main3rdDissolveNoiseMask_ST; float4 _Main3rdDissolveNoiseMask_ScrollRotate; #endif #if defined(LIL_MULTI_INPUTS_SHADOW) float4 _ShadowColor; float4 _Shadow2ndColor; float4 _Shadow3rdColor; float4 _ShadowBorderColor; float4 _ShadowAOShift; float4 _ShadowAOShift2; #endif #if defined(LIL_MULTI_INPUTS_BACKLIGHT) float4 _BacklightColor; float4 _BacklightColorTex_ST; #endif #if defined(LIL_MULTI_INPUTS_EMISSION) float4 _EmissionColor; float4 _EmissionBlink; float4 _EmissionMap_ST; float4 _EmissionMap_ScrollRotate; float4 _EmissionBlendMask_ST; float4 _EmissionBlendMask_ScrollRotate; #endif #if defined(LIL_MULTI_INPUTS_EMISSION_2ND) float4 _Emission2ndColor; float4 _Emission2ndBlink; float4 _Emission2ndMap_ST; float4 _Emission2ndMap_ScrollRotate; float4 _Emission2ndBlendMask_ST; float4 _Emission2ndBlendMask_ScrollRotate; #endif #if defined(LIL_MULTI_INPUTS_NORMAL) float4 _BumpMap_ST; #endif #if defined(LIL_MULTI_INPUTS_NORMAL_2ND) float4 _Bump2ndMap_ST; float4 _Bump2ndScaleMask_ST; #endif #if defined(LIL_MULTI_INPUTS_ANISOTROPY) float4 _AnisotropyTangentMap_ST; float4 _AnisotropyScaleMask_ST; float4 _AnisotropyShiftNoiseMask_ST; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) float4 _ReflectionColor; float4 _SmoothnessTex_ST; float4 _MetallicGlossMap_ST; float4 _ReflectionColorTex_ST; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) || defined(LIL_GEM) float4 _ReflectionCubeColor; float4 _ReflectionCubeTex_HDR; #endif #if defined(LIL_MULTI_INPUTS_MATCAP) float4 _MatCapColor; float4 _MatCapTex_ST; float4 _MatCapBlendMask_ST; float4 _MatCapBlendUV1; float4 _MatCapBumpMap_ST; #endif #if defined(LIL_MULTI_INPUTS_MATCAP_2ND) float4 _MatCap2ndColor; float4 _MatCap2ndTex_ST; float4 _MatCap2ndBlendMask_ST; float4 _MatCap2ndBlendUV1; float4 _MatCap2ndBumpMap_ST; #endif #if defined(LIL_MULTI_INPUTS_RIM) float4 _RimColor; float4 _RimColorTex_ST; float4 _RimIndirColor; #endif #if defined(LIL_MULTI_INPUTS_GLITTER) float4 _GlitterColor; float4 _GlitterColorTex_ST; float4 _GlitterParams1; float4 _GlitterParams2; #if defined(LIL_FEATURE_GlitterShapeTex) float4 _GlitterShapeTex_ST; float4 _GlitterAtras; #endif #endif #if defined(LIL_MULTI_INPUTS_DISTANCE_FADE) float4 _DistanceFade; float4 _DistanceFadeColor; #endif #if defined(LIL_MULTI_INPUTS_AUDIOLINK) float4 _AudioLinkDefaultValue; float4 _AudioLinkUVParams; float4 _AudioLinkStart; float4 _AudioLinkVertexUVParams; float4 _AudioLinkVertexStart; float4 _AudioLinkVertexStrength; float4 _AudioLinkLocalMapParams; #endif #if defined(LIL_MULTI_INPUTS_DISSOLVE) float4 _DissolveMask_ST; float4 _DissolveColor; float4 _DissolveParams; float4 _DissolvePos; float4 _DissolveNoiseMask_ST; float4 _DissolveNoiseMask_ScrollRotate; #endif #if defined(LIL_FEATURE_ENCRYPTION) float4 _Keys; #endif #if defined(LIL_MULTI_INPUTS_OUTLINE) float4 _OutlineColor; float4 _OutlineLitColor; float4 _OutlineTex_ST; float4 _OutlineTex_ScrollRotate; float4 _OutlineTexHSVG; #endif #if defined(LIL_FUR) float4 _FurNoiseMask_ST; float4 _FurVector; #endif #if defined(LIL_REFRACTION) || defined(LIL_GEM) float4 _RefractionColor; #endif #if defined(LIL_GEM) float4 _GemParticleColor; float4 _GemEnvColor; #endif float _AsUnlit; float _Cutoff; float _SubpassCutoff; float _FlipNormal; float _ShiftBackfaceUV; float _VertexLightStrength; float _LightMinLimit; float _LightMaxLimit; float _MonochromeLighting; #if defined(LIL_BRP) float _AlphaBoostFA; #endif #if defined(LIL_HDRP) float _BeforeExposureLimit; float _lilDirectionalLightStrength; #endif #if defined(LIL_MULTI_INPUTS_MAIN_TONECORRECTION) float _MainGradationStrength; #endif #if defined(LIL_MULTI_INPUTS_MAIN2ND) float _Main2ndTexAngle; float _Main2ndEnableLighting; float _Main2ndDissolveNoiseStrength; #endif #if defined(LIL_MULTI_INPUTS_MAIN3RD) float _Main3rdTexAngle; float _Main3rdEnableLighting; float _Main3rdDissolveNoiseStrength; #endif #if defined(LIL_MULTI_INPUTS_ALPHAMASK) float4 _AlphaMask_ST; float _AlphaMaskScale; float _AlphaMaskValue; #endif float _BackfaceForceShadow; #if defined(LIL_MULTI_INPUTS_SHADOW) float _ShadowStrength; float _ShadowNormalStrength; float _ShadowBorder; float _ShadowBlur; float _Shadow2ndNormalStrength; float _Shadow2ndBorder; float _Shadow2ndBlur; float _Shadow3rdNormalStrength; float _Shadow3rdBorder; float _Shadow3rdBlur; float _ShadowStrengthMaskLOD; float _ShadowBorderMaskLOD; float _ShadowBlurMaskLOD; float _ShadowMainStrength; float _ShadowEnvStrength; float _ShadowBorderRange; float _ShadowReceive; float _Shadow2ndReceive; float _Shadow3rdReceive; float _ShadowFlatBlur; float _ShadowFlatBorder; #endif #if defined(LIL_MULTI_INPUTS_BACKLIGHT) float _BacklightNormalStrength; float _BacklightBorder; float _BacklightBlur; float _BacklightDirectivity; float _BacklightViewStrength; float _BacklightBackfaceMask; float _BacklightMainStrength; #endif #if defined(LIL_MULTI_INPUTS_NORMAL) float _BumpScale; #endif #if defined(LIL_MULTI_INPUTS_NORMAL_2ND) float _Bump2ndScale; #endif #if defined(LIL_MULTI_INPUTS_ANISOTROPY) float _AnisotropyScale; float _AnisotropyTangentWidth; float _AnisotropyBitangentWidth; float _AnisotropyShift; float _AnisotropyShiftNoiseScale; float _AnisotropySpecularStrength; float _Anisotropy2ndTangentWidth; float _Anisotropy2ndBitangentWidth; float _Anisotropy2ndShift; float _Anisotropy2ndShiftNoiseScale; float _Anisotropy2ndSpecularStrength; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) || defined(LIL_GEM) float _Smoothness; float _Reflectance; float _SpecularNormalStrength; float _SpecularBorder; float _SpecularBlur; float _ReflectionNormalStrength; float _ReflectionCubeEnableLighting; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) float _Metallic; float _GSAAStrength; #endif #if defined(LIL_MULTI_INPUTS_MATCAP) float _MatCapBlend; float _MatCapEnableLighting; float _MatCapShadowMask; float _MatCapVRParallaxStrength; float _MatCapBackfaceMask; float _MatCapLod; float _MatCapNormalStrength; float _MatCapBumpScale; float _MatCapMainStrength; #endif #if defined(LIL_MULTI_INPUTS_MATCAP_2ND) float _MatCap2ndBlend; float _MatCap2ndEnableLighting; float _MatCap2ndShadowMask; float _MatCap2ndVRParallaxStrength; float _MatCap2ndBackfaceMask; float _MatCap2ndLod; float _MatCap2ndNormalStrength; float _MatCap2ndBumpScale; float _MatCap2ndMainStrength; #endif #if defined(LIL_MULTI_INPUTS_RIM) float _RimNormalStrength; float _RimBorder; float _RimBlur; float _RimFresnelPower; float _RimEnableLighting; float _RimShadowMask; float _RimVRParallaxStrength; float _RimDirStrength; float _RimDirRange; float _RimIndirRange; float _RimIndirBorder; float _RimIndirBlur; float _RimBackfaceMask; float _RimMainStrength; #endif #if defined(LIL_MULTI_INPUTS_GLITTER) float _GlitterMainStrength; float _GlitterPostContrast; float _GlitterSensitivity; float _GlitterNormalStrength; float _GlitterEnableLighting; float _GlitterShadowMask; float _GlitterVRParallaxStrength; float _GlitterBackfaceMask; float _GlitterScaleRandomize; #endif #if defined(LIL_MULTI_INPUTS_EMISSION) float _EmissionBlend; float _EmissionParallaxDepth; float _EmissionFluorescence; float _EmissionGradSpeed; float _EmissionMainStrength; #endif #if defined(LIL_MULTI_INPUTS_EMISSION_2ND) float _Emission2ndBlend; float _Emission2ndParallaxDepth; float _Emission2ndFluorescence; float _Emission2ndGradSpeed; float _Emission2ndMainStrength; #endif #if defined(LIL_MULTI_INPUTS_PARALLAX) float _Parallax; float _ParallaxOffset; #endif #if defined(LIL_MULTI_INPUTS_AUDIOLINK) float _AudioLink2EmissionGrad; float _AudioLink2Emission2ndGrad; #endif #if defined(LIL_MULTI_INPUTS_DISSOLVE) float _DissolveNoiseStrength; #endif float _lilShadowCasterBias; #if defined(LIL_MULTI_INPUTS_OUTLINE) float _OutlineLitScale; float _OutlineLitOffset; float _OutlineWidth; float _OutlineEnableLighting; float _OutlineVectorScale; float _OutlineFixWidth; float _OutlineZBias; #endif #if defined(LIL_FUR) float _FurVectorScale; float _FurGravity; float _FurAO; float _FurRootOffset; float _FurRandomize; float _FurTouchStrength; #endif #if defined(LIL_REFRACTION) || defined(LIL_GEM) float _RefractionStrength; float _RefractionFresnelPower; #endif #if defined(LIL_TESSELLATION) float _TessEdge; float _TessStrength; float _TessShrink; float _TessFactorMax; #endif #if defined(LIL_GEM) float _GemChromaticAberration; float _GemParticleLoop; float _GemEnvContrast; float _GemVRParallaxStrength; #endif uint _Cull; #if defined(LIL_MULTI_INPUTS_OUTLINE) uint _OutlineCull; #endif #if defined(LIL_MULTI_INPUTS_MAIN2ND) uint _Main2ndTexBlendMode; uint _Main2ndTex_UVMode; uint _Main2ndTex_Cull; #endif #if defined(LIL_MULTI_INPUTS_MAIN3RD) uint _Main3rdTexBlendMode; uint _Main3rdTex_UVMode; uint _Main3rdTex_Cull; #endif #if defined(LIL_MULTI_INPUTS_ALPHAMASK) uint _AlphaMaskMode; #endif #if defined(LIL_MULTI_INPUTS_SHADOW) uint _ShadowColorType; uint _ShadowMaskType; #endif #if defined(LIL_MULTI_INPUTS_NORMAL_2ND) uint _Bump2ndMap_UVMode; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) uint _ReflectionBlendMode; #endif #if defined(LIL_MULTI_INPUTS_MATCAP) uint _MatCapBlendMode; #endif #if defined(LIL_MULTI_INPUTS_MATCAP_2ND) uint _MatCap2ndBlendMode; #endif #if defined(LIL_MULTI_INPUTS_GLITTER) uint _GlitterUVMode; #endif #if defined(LIL_MULTI_INPUTS_EMISSION) uint _EmissionMap_UVMode; #endif #if defined(LIL_MULTI_INPUTS_EMISSION_2ND) uint _Emission2ndMap_UVMode; #endif #if defined(LIL_MULTI_INPUTS_AUDIOLINK) uint _AudioLinkUVMode; uint _AudioLinkVertexUVMode; #endif #if defined(LIL_MULTI_INPUTS_OUTLINE) uint _OutlineVertexR2Width; uint _OutlineVectorUVMode; #endif #if defined(LIL_FUR) uint _FurLayerNum; uint _FurMeshType; #endif lilBool _Invisible; lilBool _UseClippingCanceller; #if defined(LIL_MULTI_INPUTS_MAIN2ND) lilBool _Main2ndTexIsMSDF; lilBool _Main2ndTexIsDecal; lilBool _Main2ndTexIsLeftOnly; lilBool _Main2ndTexIsRightOnly; lilBool _Main2ndTexShouldCopy; lilBool _Main2ndTexShouldFlipMirror; lilBool _Main2ndTexShouldFlipCopy; #endif #if defined(LIL_MULTI_INPUTS_MAIN3RD) lilBool _Main3rdTexIsMSDF; lilBool _Main3rdTexIsDecal; lilBool _Main3rdTexIsLeftOnly; lilBool _Main3rdTexIsRightOnly; lilBool _Main3rdTexShouldCopy; lilBool _Main3rdTexShouldFlipMirror; lilBool _Main3rdTexShouldFlipCopy; #endif #if defined(LIL_MULTI_INPUTS_SHADOW) lilBool _ShadowPostAO; #endif #if defined(LIL_MULTI_INPUTS_BACKLIGHT) lilBool _BacklightReceiveShadow; #endif #if defined(LIL_MULTI_INPUTS_ANISOTROPY) lilBool _Anisotropy2Reflection; lilBool _Anisotropy2MatCap; lilBool _Anisotropy2MatCap2nd; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) lilBool _ApplySpecular; lilBool _ApplySpecularFA; lilBool _ApplyReflection; lilBool _SpecularToon; lilBool _ReflectionApplyTransparency; #endif #if defined(LIL_MULTI_INPUTS_REFLECTION) || defined(LIL_GEM) lilBool _ReflectionCubeOverride; #endif #if defined(LIL_MULTI_INPUTS_MATCAP) lilBool _MatCapApplyTransparency; lilBool _MatCapPerspective; lilBool _MatCapZRotCancel; lilBool _MatCapCustomNormal; #endif #if defined(LIL_MULTI_INPUTS_MATCAP_2ND) lilBool _MatCap2ndApplyTransparency; lilBool _MatCap2ndPerspective; lilBool _MatCap2ndZRotCancel; lilBool _MatCap2ndCustomNormal; #endif #if defined(LIL_MULTI_INPUTS_RIM) lilBool _RimApplyTransparency; #endif #if defined(LIL_MULTI_INPUTS_GLITTER) lilBool _GlitterColorTex_UVMode; lilBool _GlitterApplyTransparency; #if defined(LIL_FEATURE_GlitterShapeTex) lilBool _GlitterApplyShape; lilBool _GlitterAngleRandomize; #endif #endif #if defined(LIL_MULTI_INPUTS_EMISSION) lilBool _EmissionUseGrad; #endif #if defined(LIL_MULTI_INPUTS_EMISSION_2ND) lilBool _Emission2ndUseGrad; #endif #if defined(LIL_MULTI_INPUTS_AUDIOLINK) lilBool _AudioLink2Main2nd; lilBool _AudioLink2Main3rd; lilBool _AudioLink2Emission; lilBool _AudioLink2Emission2nd; lilBool _AudioLink2Vertex; #endif #if defined(LIL_FEATURE_ENCRYPTION) lilBool _IgnoreEncryption; #endif #if defined(LIL_MULTI_INPUTS_OUTLINE) lilBool _OutlineLitApplyTex; lilBool _OutlineLitShadowReceive; lilBool _OutlineDeleteMesh; lilBool _OutlineDisableInVR; #endif #if defined(LIL_FUR) lilBool _VertexColor2FurVector; #endif #if defined(LIL_REFRACTION) lilBool _RefractionColorFromMain; #endif #else #include "lil_common_input_base.hlsl" #endif #if defined(LIL_CUSTOM_PROPERTIES) LIL_CUSTOM_PROPERTIES #endif CBUFFER_END #endif // LIL_INPUT_BASE_INCLUDED //------------------------------------------------------------------------------------------------------------------------------ // Texture TEXTURE2D(_MainTex); TEXTURE2D(_MainGradationTex); TEXTURE2D(_MainColorAdjustMask); TEXTURE2D(_Main2ndTex); TEXTURE2D(_Main2ndBlendMask); TEXTURE2D(_Main2ndDissolveMask); TEXTURE2D(_Main2ndDissolveNoiseMask); TEXTURE2D(_Main3rdTex); TEXTURE2D(_Main3rdBlendMask); TEXTURE2D(_Main3rdDissolveMask); TEXTURE2D(_Main3rdDissolveNoiseMask); TEXTURE2D(_AlphaMask); TEXTURE2D(_BumpMap); TEXTURE2D(_Bump2ndMap); TEXTURE2D(_Bump2ndScaleMask); TEXTURE2D(_AnisotropyTangentMap); TEXTURE2D(_AnisotropyScaleMask); TEXTURE2D(_AnisotropyShiftNoiseMask); TEXTURE2D(_ShadowBorderMask); TEXTURE2D(_ShadowBlurMask); TEXTURE2D(_ShadowStrengthMask); TEXTURE2D(_ShadowColorTex); TEXTURE2D(_Shadow2ndColorTex); TEXTURE2D(_Shadow3rdColorTex); TEXTURE2D(_BacklightColorTex); TEXTURE2D(_SmoothnessTex); TEXTURE2D(_MetallicGlossMap); TEXTURE2D(_ReflectionColorTex); TEXTURECUBE(_ReflectionCubeTex); TEXTURE2D(_MatCapTex); TEXTURE2D(_MatCapBlendMask); TEXTURE2D(_MatCapBumpMap); TEXTURE2D(_MatCap2ndTex); TEXTURE2D(_MatCap2ndBlendMask); TEXTURE2D(_MatCap2ndBumpMap); TEXTURE2D(_RimColorTex); TEXTURE2D(_GlitterColorTex); TEXTURE2D(_GlitterShapeTex); TEXTURE2D(_EmissionMap); TEXTURE2D(_EmissionBlendMask); TEXTURE2D(_EmissionGradTex); TEXTURE2D(_Emission2ndMap); TEXTURE2D(_Emission2ndBlendMask); TEXTURE2D(_Emission2ndGradTex); TEXTURE2D(_ParallaxMap); TEXTURE2D(_AudioLinkMask); TEXTURE2D(_AudioLinkLocalMap); TEXTURE2D(_DissolveMask); TEXTURE2D(_DissolveNoiseMask); TEXTURE2D(_OutlineTex); TEXTURE2D(_OutlineWidthMask); TEXTURE2D(_OutlineVectorTex); TEXTURE2D(_FurNoiseMask); TEXTURE2D(_FurMask); TEXTURE2D(_FurLengthMask); TEXTURE2D(_FurVectorTex); TEXTURE2D(_TriMask); SAMPLER(sampler_MainTex); SAMPLER(sampler_Main2ndTex); SAMPLER(sampler_Main3rdTex); SAMPLER(sampler_EmissionMap); SAMPLER(sampler_Emission2ndMap); SAMPLER(sampler_AudioLinkMask); SAMPLER(sampler_OutlineTex); // AudioLink #if defined(LIL_FEATURE_AUDIOLINK) TEXTURE2D_FLOAT(_AudioTexture); float4 _AudioTexture_TexelSize; #endif #if defined(LIL_OUTLINE) #define sampler_MainTex sampler_OutlineTex #endif #if !defined(LIL_FEATURE_OutlineTex) #define sampler_OutlineTex sampler_linear_repeat #endif //------------------------------------------------------------------------------------------------------------------------------ // Custom properties #if defined(LIL_CUSTOM_TEXTURES) LIL_CUSTOM_TEXTURES #endif #endif