#ifndef LIL_INPUT_BASE_INCLUDED #define LIL_INPUT_BASE_INCLUDED #if !defined(lilBool) #define lilBool uint #endif //------------------------------------------------------------------------------------------------------------------------------ // Vector float4 _LightDirectionOverride; float4 _BackfaceColor; #if LIL_RENDER == 2 && !defined(LIL_FUR) && !defined(LIL_GEM) && !defined(LIL_REFRACTION) float4 _PreColor; #endif // Main float4 _Color; float4 _MainTex_ST; #if defined(LIL_FEATURE_ANIMATE_MAIN_UV) float4 _MainTex_ScrollRotate; #endif #if defined(LIL_FEATURE_MAIN_TONE_CORRECTION) float4 _MainTexHSVG; #endif // Main2nd #if defined(LIL_FEATURE_MAIN2ND) float4 _Color2nd; float4 _Main2ndTex_ST; float4 _Main2ndDistanceFade; #if defined(LIL_FEATURE_DECAL) && defined(LIL_FEATURE_ANIMATE_DECAL) float4 _Main2ndTexDecalAnimation; float4 _Main2ndTexDecalSubParam; #endif #if defined(LIL_FEATURE_LAYER_DISSOLVE) float4 _Main2ndDissolveMask_ST; float4 _Main2ndDissolveColor; float4 _Main2ndDissolveParams; float4 _Main2ndDissolvePos; #if defined(LIL_FEATURE_Main2ndDissolveNoiseMask) float4 _Main2ndDissolveNoiseMask_ST; float4 _Main2ndDissolveNoiseMask_ScrollRotate; #endif #endif #endif // Main3rd #if defined(LIL_FEATURE_MAIN3RD) float4 _Color3rd; float4 _Main3rdTex_ST; float4 _Main3rdDistanceFade; #if defined(LIL_FEATURE_DECAL) && defined(LIL_FEATURE_ANIMATE_DECAL) float4 _Main3rdTexDecalAnimation; float4 _Main3rdTexDecalSubParam; #endif #if defined(LIL_FEATURE_LAYER_DISSOLVE) float4 _Main3rdDissolveMask_ST; float4 _Main3rdDissolveColor; float4 _Main3rdDissolveParams; float4 _Main3rdDissolvePos; #if defined(LIL_FEATURE_Main3rdDissolveNoiseMask) float4 _Main3rdDissolveNoiseMask_ST; float4 _Main3rdDissolveNoiseMask_ScrollRotate; #endif #endif #endif // Shadow #if defined(LIL_FEATURE_SHADOW) float4 _ShadowColor; float4 _Shadow2ndColor; #if defined(LIL_FEATURE_SHADOW_3RD) float4 _Shadow3rdColor; #endif float4 _ShadowBorderColor; float4 _ShadowAOShift; #if defined(LIL_FEATURE_SHADOW_3RD) float4 _ShadowAOShift2; #endif #endif // Backlight #if defined(LIL_FEATURE_BACKLIGHT) float4 _BacklightColor; float4 _BacklightColorTex_ST; #endif // Emission #if defined(LIL_FEATURE_EMISSION_1ST) float4 _EmissionColor; float4 _EmissionBlink; float4 _EmissionMap_ST; #if defined(LIL_FEATURE_ANIMATE_EMISSION_UV) float4 _EmissionMap_ScrollRotate; #endif float4 _EmissionBlendMask_ST; #if defined(LIL_FEATURE_ANIMATE_EMISSION_MASK_UV) float4 _EmissionBlendMask_ScrollRotate; #endif #endif // Emission 2nd #if defined(LIL_FEATURE_EMISSION_2ND) float4 _Emission2ndColor; float4 _Emission2ndBlink; float4 _Emission2ndMap_ST; #if defined(LIL_FEATURE_ANIMATE_EMISSION_UV) float4 _Emission2ndMap_ScrollRotate; #endif float4 _Emission2ndBlendMask_ST; #if defined(LIL_FEATURE_ANIMATE_EMISSION_MASK_UV) float4 _Emission2ndBlendMask_ScrollRotate; #endif #endif // Normal Map #if defined(LIL_FEATURE_NORMAL_1ST) float4 _BumpMap_ST; #endif // Normal Map 2nd #if defined(LIL_FEATURE_NORMAL_2ND) float4 _Bump2ndMap_ST; float4 _Bump2ndScaleMask_ST; #endif // Anisotropy #if defined(LIL_FEATURE_ANISOTROPY) float4 _AnisotropyTangentMap_ST; float4 _AnisotropyScaleMask_ST; float4 _AnisotropyShiftNoiseMask_ST; #endif // Reflection #if defined(LIL_FEATURE_REFLECTION) float4 _ReflectionColor; float4 _SmoothnessTex_ST; float4 _MetallicGlossMap_ST; float4 _ReflectionColorTex_ST; #endif #if defined(LIL_FEATURE_REFLECTION) || defined(LIL_GEM) float4 _ReflectionCubeColor; float4 _ReflectionCubeTex_HDR; #endif // MatCap #if defined(LIL_FEATURE_MATCAP) float4 _MatCapColor; float4 _MatCapTex_ST; float4 _MatCapBlendMask_ST; float4 _MatCapBlendUV1; #if defined(LIL_FEATURE_MatCapBumpMap) float4 _MatCapBumpMap_ST; #endif #endif // MatCap 2nd #if defined(LIL_FEATURE_MATCAP_2ND) float4 _MatCap2ndColor; float4 _MatCap2ndTex_ST; float4 _MatCap2ndBlendMask_ST; float4 _MatCap2ndBlendUV1; #if defined(LIL_FEATURE_MatCap2ndBumpMap) float4 _MatCap2ndBumpMap_ST; #endif #endif // Rim Light #if defined(LIL_FEATURE_RIMLIGHT) float4 _RimColor; float4 _RimColorTex_ST; #if defined(LIL_FEATURE_RIMLIGHT_DIRECTION) float4 _RimIndirColor; #endif #endif // Glitter #if defined(LIL_FEATURE_GLITTER) float4 _GlitterColor; float4 _GlitterColorTex_ST; float4 _GlitterParams1; float4 _GlitterParams2; #if defined(LIL_FEATURE_GlitterShapeTex) float4 _GlitterShapeTex_ST; float4 _GlitterAtras; #endif #endif // Distance Fade #if defined(LIL_FEATURE_DISTANCE_FADE) float4 _DistanceFade; float4 _DistanceFadeColor; #endif // AudioLink #if defined(LIL_FEATURE_AUDIOLINK) float4 _AudioLinkDefaultValue; float4 _AudioLinkUVParams; float4 _AudioLinkStart; #if defined(LIL_FEATURE_AUDIOLINK_VERTEX) float4 _AudioLinkVertexUVParams; float4 _AudioLinkVertexStart; float4 _AudioLinkVertexStrength; #endif #if defined(LIL_FEATURE_AUDIOLINK_LOCAL) float4 _AudioLinkLocalMapParams; #endif #endif // Dissolve #if defined(LIL_FEATURE_DISSOLVE) float4 _DissolveMask_ST; float4 _DissolveColor; float4 _DissolveParams; float4 _DissolvePos; #if defined(LIL_FEATURE_DissolveNoiseMask) float4 _DissolveNoiseMask_ST; float4 _DissolveNoiseMask_ScrollRotate; #endif #endif // Encryption #if defined(LIL_FEATURE_ENCRYPTION) float4 _Keys; #endif // Outline #if !defined(LIL_FUR) && !defined(LIL_REFRACTION) && !defined(LIL_GEM) float4 _OutlineColor; float4 _OutlineLitColor; float4 _OutlineTex_ST; #if defined(LIL_FEATURE_ANIMATE_OUTLINE_UV) float4 _OutlineTex_ScrollRotate; #endif #if defined(LIL_FEATURE_OutlineTex) #if defined(LIL_FEATURE_OUTLINE_TONE_CORRECTION) float4 _OutlineTexHSVG; #endif #endif #endif // Fur #if defined(LIL_FUR) float4 _FurNoiseMask_ST; float4 _FurVector; #endif // Refraction #if defined(LIL_REFRACTION) float4 _RefractionColor; #endif // Gem #if defined(LIL_GEM) float4 _GemParticleColor; float4 _GemEnvColor; #endif //------------------------------------------------------------------------------------------------------------------------------ // Float float _AsUnlit; float _Cutoff; #if LIL_RENDER == 2 && !defined(LIL_FUR) && !defined(LIL_GEM) && !defined(LIL_REFRACTION) float _PreCutoff; #endif 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_FEATURE_MAIN_GRADATION_MAP) float _MainGradationStrength; #endif #if defined(LIL_FEATURE_MAIN2ND) float _Main2ndTexAngle; float _Main2ndEnableLighting; #if defined(LIL_FEATURE_Main2ndDissolveNoiseMask) float _Main2ndDissolveNoiseStrength; #endif #endif #if defined(LIL_FEATURE_MAIN3RD) float _Main3rdTexAngle; float _Main3rdEnableLighting; #if defined(LIL_FEATURE_Main3rdDissolveNoiseMask) float _Main3rdDissolveNoiseStrength; #endif #endif #if defined(LIL_FEATURE_ALPHAMASK) float4 _AlphaMask_ST; float _AlphaMaskScale; float _AlphaMaskValue; #endif #if defined(LIL_FEATURE_SHADOW) float _BackfaceForceShadow; float _ShadowStrength; float _ShadowNormalStrength; float _ShadowBorder; float _ShadowBlur; float _ShadowStrengthMaskLOD; float _ShadowBorderMaskLOD; float _ShadowBlurMaskLOD; float _Shadow2ndNormalStrength; float _Shadow2ndBorder; float _Shadow2ndBlur; #if defined(LIL_FEATURE_SHADOW_3RD) float _Shadow3rdNormalStrength; float _Shadow3rdBorder; float _Shadow3rdBlur; #endif float _ShadowMainStrength; float _ShadowEnvStrength; float _ShadowBorderRange; #if defined(LIL_FEATURE_RECEIVE_SHADOW) float _ShadowReceive; float _Shadow2ndReceive; float _Shadow3rdReceive; #endif float _ShadowFlatBlur; float _ShadowFlatBorder; #endif #if defined(LIL_FEATURE_BACKLIGHT) float _BacklightNormalStrength; float _BacklightBorder; float _BacklightBlur; float _BacklightDirectivity; float _BacklightViewStrength; float _BacklightBackfaceMask; float _BacklightMainStrength; #endif #if defined(LIL_FEATURE_NORMAL_1ST) float _BumpScale; #endif #if defined(LIL_FEATURE_NORMAL_2ND) float _Bump2ndScale; #endif #if defined(LIL_FEATURE_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_FEATURE_REFLECTION) || defined(LIL_GEM) float _Smoothness; float _Reflectance; float _SpecularNormalStrength; float _SpecularBorder; float _SpecularBlur; float _ReflectionNormalStrength; float _ReflectionCubeEnableLighting; #endif #if defined(LIL_FEATURE_REFLECTION) float _Metallic; float _GSAAStrength; #endif #if defined(LIL_FEATURE_MATCAP) float _MatCapBlend; float _MatCapEnableLighting; float _MatCapShadowMask; float _MatCapVRParallaxStrength; float _MatCapBackfaceMask; float _MatCapLod; float _MatCapNormalStrength; float _MatCapMainStrength; #if defined(LIL_FEATURE_MatCapBumpMap) float _MatCapBumpScale; #endif #endif #if defined(LIL_FEATURE_MATCAP_2ND) float _MatCap2ndBlend; float _MatCap2ndEnableLighting; float _MatCap2ndShadowMask; float _MatCap2ndVRParallaxStrength; float _MatCap2ndBackfaceMask; float _MatCap2ndLod; float _MatCap2ndNormalStrength; float _MatCap2ndMainStrength; #if defined(LIL_FEATURE_MatCap2ndBumpMap) float _MatCap2ndBumpScale; #endif #endif #if defined(LIL_FEATURE_RIMLIGHT) float _RimNormalStrength; float _RimBorder; float _RimBlur; float _RimFresnelPower; float _RimEnableLighting; float _RimShadowMask; float _RimVRParallaxStrength; float _RimBackfaceMask; float _RimMainStrength; #if defined(LIL_FEATURE_RIMLIGHT_DIRECTION) float _RimDirStrength; float _RimDirRange; float _RimIndirRange; float _RimIndirBorder; float _RimIndirBlur; #endif #endif #if defined(LIL_FEATURE_GLITTER) float _GlitterMainStrength; float _GlitterPostContrast; float _GlitterSensitivity; float _GlitterNormalStrength; float _GlitterEnableLighting; float _GlitterShadowMask; float _GlitterVRParallaxStrength; float _GlitterBackfaceMask; float _GlitterScaleRandomize; #endif #if defined(LIL_FEATURE_EMISSION_1ST) float _EmissionBlend; float _EmissionParallaxDepth; float _EmissionFluorescence; float _EmissionMainStrength; #if defined(LIL_FEATURE_EMISSION_GRADATION) float _EmissionGradSpeed; #endif #endif #if defined(LIL_FEATURE_EMISSION_2ND) float _Emission2ndBlend; float _Emission2ndParallaxDepth; float _Emission2ndFluorescence; float _Emission2ndMainStrength; #if defined(LIL_FEATURE_EMISSION_GRADATION) float _Emission2ndGradSpeed; #endif #endif #if defined(LIL_FEATURE_PARALLAX) float _Parallax; float _ParallaxOffset; #endif #if defined(LIL_FEATURE_AUDIOLINK) float _AudioLink2EmissionGrad; float _AudioLink2Emission2ndGrad; #endif #if defined(LIL_FEATURE_DISSOLVE) && defined(LIL_FEATURE_DissolveNoiseMask) float _DissolveNoiseStrength; #endif float _lilShadowCasterBias; #if !defined(LIL_FUR) && !defined(LIL_REFRACTION) && !defined(LIL_GEM) 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 _FurCutoutLength; #if defined(LIL_FEATURE_FUR_COLLISION) float _FurTouchStrength; #endif #endif #if defined(LIL_REFRACTION) 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 _RefractionStrength; float _RefractionFresnelPower; float _GemEnvContrast; float _GemVRParallaxStrength; #endif //------------------------------------------------------------------------------------------------------------------------------ // Int uint _Cull; #if !defined(LIL_FUR) && !defined(LIL_REFRACTION) && !defined(LIL_GEM) uint _OutlineCull; #endif #if LIL_RENDER == 2 && !defined(LIL_FUR) && !defined(LIL_GEM) && !defined(LIL_REFRACTION) uint _PreOutType; #endif #if defined(LIL_FEATURE_MAIN2ND) uint _Main2ndTexBlendMode; uint _Main2ndTex_UVMode; uint _Main2ndTex_Cull; #endif #if defined(LIL_FEATURE_MAIN3RD) uint _Main3rdTexBlendMode; uint _Main3rdTex_UVMode; uint _Main3rdTex_Cull; #endif #if defined(LIL_FEATURE_ALPHAMASK) uint _AlphaMaskMode; #endif #if defined(LIL_FEATURE_SHADOW) uint _ShadowColorType; uint _ShadowMaskType; #endif #if defined(LIL_FEATURE_NORMAL_2ND) uint _Bump2ndMap_UVMode; #endif #if defined(LIL_FEATURE_REFLECTION) uint _ReflectionBlendMode; #endif #if defined(LIL_FEATURE_MATCAP) uint _MatCapBlendMode; #endif #if defined(LIL_FEATURE_MATCAP_2ND) uint _MatCap2ndBlendMode; #endif #if defined(LIL_FEATURE_GLITTER) uint _GlitterUVMode; #endif #if defined(LIL_FEATURE_EMISSION_1ST) uint _EmissionMap_UVMode; #endif #if defined(LIL_FEATURE_EMISSION_2ND) uint _Emission2ndMap_UVMode; #endif #if defined(LIL_FEATURE_AUDIOLINK) uint _AudioLinkUVMode; #if defined(LIL_FEATURE_AUDIOLINK_VERTEX) uint _AudioLinkVertexUVMode; #endif #endif #if !defined(LIL_FUR) && !defined(LIL_REFRACTION) && !defined(LIL_GEM) uint _OutlineVertexR2Width; uint _OutlineVectorUVMode; #endif #if defined(LIL_FUR) uint _FurLayerNum; uint _FurMeshType; #endif //------------------------------------------------------------------------------------------------------------------------------ // Bool lilBool _Invisible; #if defined(LIL_FEATURE_MAIN2ND) lilBool _UseMain2ndTex; lilBool _Main2ndTexIsMSDF; #if defined(LIL_FEATURE_DECAL) lilBool _Main2ndTexIsDecal; lilBool _Main2ndTexIsLeftOnly; lilBool _Main2ndTexIsRightOnly; lilBool _Main2ndTexShouldCopy; lilBool _Main2ndTexShouldFlipMirror; lilBool _Main2ndTexShouldFlipCopy; #endif #endif #if defined(LIL_FEATURE_MAIN3RD) lilBool _UseMain3rdTex; lilBool _Main3rdTexIsMSDF; #if defined(LIL_FEATURE_DECAL) lilBool _Main3rdTexIsDecal; lilBool _Main3rdTexIsLeftOnly; lilBool _Main3rdTexIsRightOnly; lilBool _Main3rdTexShouldCopy; lilBool _Main3rdTexShouldFlipMirror; lilBool _Main3rdTexShouldFlipCopy; #endif #endif #if defined(LIL_FEATURE_SHADOW) lilBool _UseShadow; lilBool _ShadowPostAO; #endif #if defined(LIL_FEATURE_BACKLIGHT) lilBool _UseBacklight; lilBool _BacklightReceiveShadow; #endif #if defined(LIL_FEATURE_NORMAL_1ST) lilBool _UseBumpMap; #endif #if defined(LIL_FEATURE_NORMAL_2ND) lilBool _UseBump2ndMap; #endif #if defined(LIL_FEATURE_ANISOTROPY) lilBool _UseAnisotropy; lilBool _Anisotropy2Reflection; lilBool _Anisotropy2MatCap; lilBool _Anisotropy2MatCap2nd; #endif #if defined(LIL_FEATURE_REFLECTION) lilBool _UseReflection; lilBool _ApplySpecular; lilBool _ApplySpecularFA; lilBool _ApplyReflection; lilBool _SpecularToon; lilBool _ReflectionApplyTransparency; #endif #if defined(LIL_FEATURE_REFLECTION) || defined(LIL_GEM) lilBool _ReflectionCubeOverride; #endif #if defined(LIL_FEATURE_MATCAP) lilBool _UseMatCap; lilBool _MatCapApplyTransparency; lilBool _MatCapPerspective; lilBool _MatCapZRotCancel; #if defined(LIL_FEATURE_MatCapBumpMap) lilBool _MatCapCustomNormal; #endif #endif #if defined(LIL_FEATURE_MATCAP_2ND) lilBool _UseMatCap2nd; lilBool _MatCap2ndApplyTransparency; lilBool _MatCap2ndPerspective; lilBool _MatCap2ndZRotCancel; #if defined(LIL_FEATURE_MatCap2ndBumpMap) lilBool _MatCap2ndCustomNormal; #endif #endif #if defined(LIL_FEATURE_RIMLIGHT) lilBool _UseRim; lilBool _RimApplyTransparency; #endif #if defined(LIL_FEATURE_GLITTER) lilBool _UseGlitter; lilBool _GlitterColorTex_UVMode; lilBool _GlitterApplyTransparency; #if defined(LIL_FEATURE_GlitterShapeTex) lilBool _GlitterApplyShape; lilBool _GlitterAngleRandomize; #endif #endif #if defined(LIL_FEATURE_EMISSION_1ST) lilBool _UseEmission; #if defined(LIL_FEATURE_EMISSION_GRADATION) lilBool _EmissionUseGrad; #endif #endif #if defined(LIL_FEATURE_EMISSION_2ND) lilBool _UseEmission2nd; #if defined(LIL_FEATURE_EMISSION_GRADATION) lilBool _Emission2ndUseGrad; #endif #endif #if defined(LIL_FEATURE_PARALLAX) lilBool _UseParallax; #if defined(LIL_FEATURE_POM) lilBool _UsePOM; #endif #endif #if defined(LIL_FEATURE_AUDIOLINK) lilBool _UseAudioLink; #if defined(LIL_FEATURE_MAIN2ND) lilBool _AudioLink2Main2nd; #endif #if defined(LIL_FEATURE_MAIN3RD) lilBool _AudioLink2Main3rd; #endif #if defined(LIL_FEATURE_EMISSION_1ST) lilBool _AudioLink2Emission; #endif #if defined(LIL_FEATURE_EMISSION_2ND) lilBool _AudioLink2Emission2nd; #endif #if defined(LIL_FEATURE_AUDIOLINK_VERTEX) lilBool _AudioLink2Vertex; #endif #if defined(LIL_FEATURE_AUDIOLINK_LOCAL) lilBool _AudioLinkAsLocal; #endif #endif #if defined(LIL_FEATURE_ENCRYPTION) lilBool _IgnoreEncryption; #endif #if !defined(LIL_FUR) && !defined(LIL_REFRACTION) && !defined(LIL_GEM) lilBool _OutlineLitApplyTex; lilBool _OutlineLitShadowReceive; lilBool _OutlineDeleteMesh; lilBool _OutlineDisableInVR; #endif #if defined(LIL_FUR) lilBool _VertexColor2FurVector; #endif #if defined(LIL_REFRACTION) lilBool _RefractionColorFromMain; #endif #endif