#ifndef UNIVERSAL_BAKEDLIT_INPUT_INCLUDED #define UNIVERSAL_BAKEDLIT_INPUT_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half4 _BaseColor; half _Cutoff; half _Glossiness; half _Metallic; half _Surface; UNITY_TEXTURE_STREAMING_DEBUG_VARS; CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor) UNITY_DOTS_INSTANCED_PROP(float , _Cutoff) UNITY_DOTS_INSTANCED_PROP(float , _Glossiness) UNITY_DOTS_INSTANCED_PROP(float , _Metallic) UNITY_DOTS_INSTANCED_PROP(float , _Surface) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) static float4 unity_DOTS_Sampled_BaseColor; static float unity_DOTS_Sampled_Cutoff; static float unity_DOTS_Sampled_Glossiness; static float unity_DOTS_Sampled_Metallic; static float unity_DOTS_Sampled_Surface; void SetupDOTSBakedLitMaterialPropertyCaches() { unity_DOTS_Sampled_BaseColor = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseColor); unity_DOTS_Sampled_Cutoff = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff); unity_DOTS_Sampled_Glossiness = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Glossiness); unity_DOTS_Sampled_Metallic = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Metallic); unity_DOTS_Sampled_Surface = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface); } #undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES #define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSBakedLitMaterialPropertyCaches() #define _BaseColor unity_DOTS_Sampled_BaseColor #define _Cutoff unity_DOTS_Sampled_Cutoff #define _Glossiness unity_DOTS_Sampled_Glossiness #define _Metallic unity_DOTS_Sampled_Metallic #define _Surface unity_DOTS_Sampled_Surface #endif #endif