HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_common_input_base.hlsl

704 lines
20 KiB
HLSL

#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