802 lines
26 KiB
HLSL

#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