UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl
2024-10-27 10:53:47 +03:00

43 lines
1.5 KiB
HLSL

#ifndef UNIVERSAL_UNLIT_INPUT_INCLUDED
#define UNIVERSAL_UNLIT_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 _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 , _Surface)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
static float4 unity_DOTS_Sampled_BaseColor;
static float unity_DOTS_Sampled_Cutoff;
static float unity_DOTS_Sampled_Surface;
void SetupDOTSUnlitMaterialPropertyCaches()
{
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_Surface = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Surface);
}
#undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES
#define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSUnlitMaterialPropertyCaches()
#define _BaseColor unity_DOTS_Sampled_BaseColor
#define _Cutoff unity_DOTS_Sampled_Cutoff
#define _Surface unity_DOTS_Sampled_Surface
#endif
#endif