802 lines
26 KiB
HLSL
802 lines
26 KiB
HLSL
#ifndef LIL_INPUT_INCLUDED
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#define LIL_INPUT_INCLUDED
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//------------------------------------------------------------------------------------------------------------------------------
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// Variables from Unity
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#if !defined(SHADER_API_GLES)
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TEXTURE3D(_DitherMaskLOD);
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#endif
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SAMPLER(sampler_trilinear_repeat);
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SAMPLER(sampler_linear_clamp);
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#define sampler_linear_repeat sampler_trilinear_repeat
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#if defined(LIL_BRP)
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TEXTURE2D_SCREEN(_CameraDepthTexture);
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TEXTURE2D_SCREEN(_lilBackgroundTexture);
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TEXTURE2D_SCREEN(_GrabTexture);
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float4 _lilBackgroundTexture_TexelSize;
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#define LIL_GET_DEPTH_TEX_CS(uv) LIL_SAMPLE_SCREEN_CS(_CameraDepthTexture, lilCameraDepthTexel(uv))
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#define LIL_TO_LINEARDEPTH(z,uv) lilLinearEyeDepth(z, uv)
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#define LIL_GET_BG_TEX(uv,lod) LIL_SAMPLE_SCREEN(_lilBackgroundTexture, sampler_linear_clamp, uv)
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#define LIL_GET_GRAB_TEX(uv,lod) LIL_SAMPLE_SCREEN(_GrabTexture, sampler_linear_clamp, uv)
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#define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture)
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#elif defined(LIL_HDRP)
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#define LIL_GET_DEPTH_TEX_CS(uv) SampleCameraDepth(uv/LIL_SCREENPARAMS.xy)
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#define LIL_TO_LINEARDEPTH(z,uv) LinearEyeDepth(z, _ZBufferParams)
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#define LIL_GET_BG_TEX(uv,lod) SampleCameraColor(uv,lod)
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#define LIL_GET_GRAB_TEX(uv,lod) SampleCameraColor(uv,lod)
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#define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture)
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#else
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TEXTURE2D_SCREEN(_CameraDepthTexture);
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TEXTURE2D_SCREEN(_CameraOpaqueTexture);
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#define LIL_GET_DEPTH_TEX_CS(uv) LIL_SAMPLE_SCREEN_CS(_CameraDepthTexture, uv)
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#define LIL_TO_LINEARDEPTH(z,uv) LinearEyeDepth(z, _ZBufferParams)
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#define LIL_GET_BG_TEX(uv,lod) LIL_SAMPLE_SCREEN_LOD(_CameraOpaqueTexture, sampler_linear_clamp, uv, lod)
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#define LIL_GET_GRAB_TEX(uv,lod) LIL_SAMPLE_SCREEN_LOD(_CameraOpaqueTexture, sampler_linear_clamp, uv, lod)
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#define LIL_ENABLED_DEPTH_TEX IsScreenTex(_CameraDepthTexture)
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#endif
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//------------------------------------------------------------------------------------------------------------------------------
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// Texture Exists
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#if !defined(LIL_FEATURE_MainTex)
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#define LIL_FEATURE_MainTex
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#endif
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#if defined(LIL_LITE)
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#if !defined(LIL_FEATURE_TriMask)
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#define LIL_FEATURE_TriMask
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#endif
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#if !defined(LIL_FEATURE_MainTex)
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#define LIL_FEATURE_MainTex
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#endif
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#if !defined(LIL_FEATURE_ShadowColorTex)
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#define LIL_FEATURE_ShadowColorTex
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#endif
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#if !defined(LIL_FEATURE_Shadow2ndColorTex)
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#define LIL_FEATURE_Shadow2ndColorTex
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#endif
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#if !defined(LIL_FEATURE_MatCapTex)
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#define LIL_FEATURE_MatCapTex
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#endif
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#if !defined(LIL_FEATURE_EmissionMap)
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#define LIL_FEATURE_EmissionMap
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#endif
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#if !defined(LIL_FEATURE_OutlineTex)
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#define LIL_FEATURE_OutlineTex
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#endif
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#if !defined(LIL_FEATURE_OutlineWidthMask)
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#define LIL_FEATURE_OutlineWidthMask
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#endif
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#endif
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//------------------------------------------------------------------------------------------------------------------------------
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// Input
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// ST x:scale y:scale z:offset w:offset
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// ScrollRotate x:scroll y:scroll z:angle w:rotation
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// Blink x:strength y:type z:speed w:offset
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// HSVG x:hue y:saturation z:value w:gamma
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// BlendMode 0:normal 1:add 2:screen 3:multiply
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// bool does not work in cbuffer
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#if !defined(lilBool)
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#define lilBool uint
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#endif
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#ifndef LIL_INPUT_BASE_INCLUDED
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CBUFFER_START(UnityPerMaterial)
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#if defined(LIL_LITE)
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float4 _LightDirectionOverride;
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float4 _Color;
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float4 _MainTex_ST;
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float4 _MainTex_ScrollRotate;
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float4 _ShadowBorderColor;
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float4 _MatCapTex_ST;
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float4 _MatCapBlendUV1;
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float4 _RimColor;
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float4 _EmissionColor;
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float4 _EmissionBlink;
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float4 _EmissionMap_ST;
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float4 _EmissionMap_ScrollRotate;
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float4 _OutlineColor;
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float4 _OutlineTex_ST;
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float4 _OutlineTex_ScrollRotate;
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float _AsUnlit;
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float _Cutoff;
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float _SubpassCutoff;
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float _FlipNormal;
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float _ShiftBackfaceUV;
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float _VertexLightStrength;
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float _LightMinLimit;
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float _LightMaxLimit;
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float _MonochromeLighting;
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#if defined(LIL_BRP)
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float _AlphaBoostFA;
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#endif
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#if defined(LIL_HDRP)
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float _BeforeExposureLimit;
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float _lilDirectionalLightStrength;
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#endif
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float _BackfaceForceShadow;
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float _ShadowBorder;
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float _ShadowBlur;
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float _Shadow2ndBorder;
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float _Shadow2ndBlur;
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float _ShadowEnvStrength;
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float _ShadowBorderRange;
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float _MatCapVRParallaxStrength;
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float _RimBorder;
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float _RimBlur;
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float _RimFresnelPower;
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float _RimShadowMask;
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float _lilShadowCasterBias;
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float _OutlineWidth;
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float _OutlineEnableLighting;
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float _OutlineFixWidth;
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float _OutlineZBias;
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uint _Cull;
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uint _OutlineCull;
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uint _EmissionMap_UVMode;
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uint _OutlineVertexR2Width;
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lilBool _Invisible;
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lilBool _UseShadow;
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lilBool _UseMatCap;
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lilBool _MatCapMul;
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lilBool _MatCapPerspective;
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lilBool _MatCapZRotCancel;
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lilBool _UseRim;
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lilBool _UseEmission;
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lilBool _OutlineDeleteMesh;
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#elif defined(LIL_FAKESHADOW)
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float4 _Color;
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float4 _MainTex_ST;
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float4 _FakeShadowVector;
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#if defined(LIL_FEATURE_ENCRYPTION)
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float4 _Keys;
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#endif
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lilBool _Invisible;
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#if defined(LIL_FEATURE_ENCRYPTION)
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lilBool _IgnoreEncryption;
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#endif
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#elif defined(LIL_BAKER)
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float4 _Color;
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float4 _MainTex_ST;
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float4 _MainTexHSVG;
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float4 _Color2nd;
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float4 _Main2ndTex_ST;
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float4 _Color3rd;
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float4 _Main3rdTex_ST;
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float _MainGradationStrength;
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float _Main2ndTexAngle;
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float _Main3rdTexAngle;
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float _AlphaMaskScale;
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float _AlphaMaskValue;
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uint _Main2ndTexBlendMode;
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uint _Main2ndTex_UVMode;
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uint _Main3rdTexBlendMode;
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uint _Main3rdTex_UVMode;
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uint _AlphaMaskMode;
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lilBool _UseMain2ndTex;
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lilBool _Main2ndTexIsDecal;
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lilBool _Main2ndTexIsLeftOnly;
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lilBool _Main2ndTexIsRightOnly;
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lilBool _Main2ndTexShouldCopy;
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lilBool _Main2ndTexShouldFlipMirror;
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lilBool _Main2ndTexShouldFlipCopy;
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lilBool _Main2ndTexIsMSDF;
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lilBool _UseMain3rdTex;
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lilBool _Main3rdTexIsDecal;
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lilBool _Main3rdTexIsLeftOnly;
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lilBool _Main3rdTexIsRightOnly;
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lilBool _Main3rdTexShouldCopy;
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lilBool _Main3rdTexShouldFlipMirror;
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lilBool _Main3rdTexShouldFlipCopy;
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lilBool _Main3rdTexIsMSDF;
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#elif defined(LIL_MULTI)
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float4 _LightDirectionOverride;
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float4 _BackfaceColor;
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float4 _Color;
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float4 _MainTex_ST;
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float4 _MainTex_ScrollRotate;
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#if defined(LIL_MULTI_INPUTS_MAIN_TONECORRECTION)
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float4 _MainTexHSVG;
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#endif
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#if defined(LIL_MULTI_INPUTS_MAIN2ND)
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float4 _Color2nd;
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float4 _Main2ndTex_ST;
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float4 _Main2ndDistanceFade;
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float4 _Main2ndTexDecalAnimation;
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float4 _Main2ndTexDecalSubParam;
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float4 _Main2ndDissolveMask_ST;
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float4 _Main2ndDissolveColor;
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float4 _Main2ndDissolveParams;
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float4 _Main2ndDissolvePos;
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float4 _Main2ndDissolveNoiseMask_ST;
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float4 _Main2ndDissolveNoiseMask_ScrollRotate;
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#endif
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#if defined(LIL_MULTI_INPUTS_MAIN3RD)
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float4 _Color3rd;
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float4 _Main3rdTex_ST;
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float4 _Main3rdDistanceFade;
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float4 _Main3rdTexDecalAnimation;
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float4 _Main3rdTexDecalSubParam;
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float4 _Main3rdDissolveMask_ST;
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float4 _Main3rdDissolveColor;
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float4 _Main3rdDissolveParams;
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float4 _Main3rdDissolvePos;
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float4 _Main3rdDissolveNoiseMask_ST;
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float4 _Main3rdDissolveNoiseMask_ScrollRotate;
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#endif
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#if defined(LIL_MULTI_INPUTS_SHADOW)
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float4 _ShadowColor;
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float4 _Shadow2ndColor;
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float4 _Shadow3rdColor;
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float4 _ShadowBorderColor;
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float4 _ShadowAOShift;
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float4 _ShadowAOShift2;
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#endif
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#if defined(LIL_MULTI_INPUTS_BACKLIGHT)
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float4 _BacklightColor;
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float4 _BacklightColorTex_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_EMISSION)
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float4 _EmissionColor;
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float4 _EmissionBlink;
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float4 _EmissionMap_ST;
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float4 _EmissionMap_ScrollRotate;
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float4 _EmissionBlendMask_ST;
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float4 _EmissionBlendMask_ScrollRotate;
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#endif
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#if defined(LIL_MULTI_INPUTS_EMISSION_2ND)
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float4 _Emission2ndColor;
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float4 _Emission2ndBlink;
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float4 _Emission2ndMap_ST;
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float4 _Emission2ndMap_ScrollRotate;
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float4 _Emission2ndBlendMask_ST;
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float4 _Emission2ndBlendMask_ScrollRotate;
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#endif
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#if defined(LIL_MULTI_INPUTS_NORMAL)
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float4 _BumpMap_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_NORMAL_2ND)
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float4 _Bump2ndMap_ST;
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float4 _Bump2ndScaleMask_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_ANISOTROPY)
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float4 _AnisotropyTangentMap_ST;
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float4 _AnisotropyScaleMask_ST;
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float4 _AnisotropyShiftNoiseMask_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_REFLECTION)
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float4 _ReflectionColor;
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float4 _SmoothnessTex_ST;
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float4 _MetallicGlossMap_ST;
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float4 _ReflectionColorTex_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_REFLECTION) || defined(LIL_GEM)
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float4 _ReflectionCubeColor;
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float4 _ReflectionCubeTex_HDR;
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#endif
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#if defined(LIL_MULTI_INPUTS_MATCAP)
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float4 _MatCapColor;
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float4 _MatCapTex_ST;
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float4 _MatCapBlendMask_ST;
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float4 _MatCapBlendUV1;
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float4 _MatCapBumpMap_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_MATCAP_2ND)
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float4 _MatCap2ndColor;
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float4 _MatCap2ndTex_ST;
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float4 _MatCap2ndBlendMask_ST;
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float4 _MatCap2ndBlendUV1;
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float4 _MatCap2ndBumpMap_ST;
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#endif
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#if defined(LIL_MULTI_INPUTS_RIM)
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float4 _RimColor;
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float4 _RimColorTex_ST;
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float4 _RimIndirColor;
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#endif
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#if defined(LIL_MULTI_INPUTS_GLITTER)
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float4 _GlitterColor;
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float4 _GlitterColorTex_ST;
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float4 _GlitterParams1;
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float4 _GlitterParams2;
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#if defined(LIL_FEATURE_GlitterShapeTex)
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float4 _GlitterShapeTex_ST;
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float4 _GlitterAtras;
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#endif
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#endif
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#if defined(LIL_MULTI_INPUTS_DISTANCE_FADE)
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float4 _DistanceFade;
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float4 _DistanceFadeColor;
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#endif
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#if defined(LIL_MULTI_INPUTS_AUDIOLINK)
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float4 _AudioLinkDefaultValue;
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float4 _AudioLinkUVParams;
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float4 _AudioLinkStart;
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float4 _AudioLinkVertexUVParams;
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float4 _AudioLinkVertexStart;
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float4 _AudioLinkVertexStrength;
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float4 _AudioLinkLocalMapParams;
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#endif
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#if defined(LIL_MULTI_INPUTS_DISSOLVE)
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float4 _DissolveMask_ST;
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float4 _DissolveColor;
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float4 _DissolveParams;
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float4 _DissolvePos;
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float4 _DissolveNoiseMask_ST;
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float4 _DissolveNoiseMask_ScrollRotate;
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#endif
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#if defined(LIL_FEATURE_ENCRYPTION)
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float4 _Keys;
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#endif
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#if defined(LIL_MULTI_INPUTS_OUTLINE)
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float4 _OutlineColor;
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float4 _OutlineLitColor;
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float4 _OutlineTex_ST;
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float4 _OutlineTex_ScrollRotate;
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float4 _OutlineTexHSVG;
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#endif
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#if defined(LIL_FUR)
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float4 _FurNoiseMask_ST;
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float4 _FurVector;
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#endif
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#if defined(LIL_REFRACTION) || defined(LIL_GEM)
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float4 _RefractionColor;
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#endif
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#if defined(LIL_GEM)
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float4 _GemParticleColor;
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float4 _GemEnvColor;
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#endif
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float _AsUnlit;
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float _Cutoff;
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float _SubpassCutoff;
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float _FlipNormal;
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float _ShiftBackfaceUV;
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float _VertexLightStrength;
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float _LightMinLimit;
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float _LightMaxLimit;
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float _MonochromeLighting;
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#if defined(LIL_BRP)
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float _AlphaBoostFA;
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#endif
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#if defined(LIL_HDRP)
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float _BeforeExposureLimit;
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float _lilDirectionalLightStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_MAIN_TONECORRECTION)
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float _MainGradationStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_MAIN2ND)
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float _Main2ndTexAngle;
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float _Main2ndEnableLighting;
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float _Main2ndDissolveNoiseStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_MAIN3RD)
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float _Main3rdTexAngle;
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float _Main3rdEnableLighting;
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float _Main3rdDissolveNoiseStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_ALPHAMASK)
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float4 _AlphaMask_ST;
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float _AlphaMaskScale;
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float _AlphaMaskValue;
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#endif
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float _BackfaceForceShadow;
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#if defined(LIL_MULTI_INPUTS_SHADOW)
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float _ShadowStrength;
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float _ShadowNormalStrength;
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float _ShadowBorder;
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float _ShadowBlur;
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float _Shadow2ndNormalStrength;
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float _Shadow2ndBorder;
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float _Shadow2ndBlur;
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float _Shadow3rdNormalStrength;
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float _Shadow3rdBorder;
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float _Shadow3rdBlur;
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float _ShadowStrengthMaskLOD;
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float _ShadowBorderMaskLOD;
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float _ShadowBlurMaskLOD;
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float _ShadowMainStrength;
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float _ShadowEnvStrength;
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float _ShadowBorderRange;
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float _ShadowReceive;
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float _Shadow2ndReceive;
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float _Shadow3rdReceive;
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float _ShadowFlatBlur;
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float _ShadowFlatBorder;
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#endif
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#if defined(LIL_MULTI_INPUTS_BACKLIGHT)
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float _BacklightNormalStrength;
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float _BacklightBorder;
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float _BacklightBlur;
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float _BacklightDirectivity;
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float _BacklightViewStrength;
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float _BacklightBackfaceMask;
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float _BacklightMainStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_NORMAL)
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float _BumpScale;
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#endif
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#if defined(LIL_MULTI_INPUTS_NORMAL_2ND)
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float _Bump2ndScale;
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#endif
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#if defined(LIL_MULTI_INPUTS_ANISOTROPY)
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float _AnisotropyScale;
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float _AnisotropyTangentWidth;
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float _AnisotropyBitangentWidth;
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float _AnisotropyShift;
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float _AnisotropyShiftNoiseScale;
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float _AnisotropySpecularStrength;
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float _Anisotropy2ndTangentWidth;
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float _Anisotropy2ndBitangentWidth;
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float _Anisotropy2ndShift;
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float _Anisotropy2ndShiftNoiseScale;
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float _Anisotropy2ndSpecularStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_REFLECTION) || defined(LIL_GEM)
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float _Smoothness;
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float _Reflectance;
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float _SpecularNormalStrength;
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float _SpecularBorder;
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float _SpecularBlur;
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float _ReflectionNormalStrength;
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float _ReflectionCubeEnableLighting;
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#endif
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#if defined(LIL_MULTI_INPUTS_REFLECTION)
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float _Metallic;
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float _GSAAStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_MATCAP)
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float _MatCapBlend;
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float _MatCapEnableLighting;
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float _MatCapShadowMask;
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float _MatCapVRParallaxStrength;
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float _MatCapBackfaceMask;
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float _MatCapLod;
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float _MatCapNormalStrength;
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float _MatCapBumpScale;
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float _MatCapMainStrength;
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#endif
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#if defined(LIL_MULTI_INPUTS_MATCAP_2ND)
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float _MatCap2ndBlend;
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float _MatCap2ndEnableLighting;
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float _MatCap2ndShadowMask;
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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 |