Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Nature /SpeedTree8Input.hlsl
| UNITY_INSTANCING_BUFFER_START(STWind) | |
| UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime) | |
| UNITY_INSTANCING_BUFFER_END(STWind) | |
| half4 _Color; | |
| int _TwoSided; | |
| int _ObjectId; | |
| int _PassValue; | |
| TEXTURE2D(_MainTex); | |
| SAMPLER(sampler_MainTex); | |
| float4 _MainTex_TexelSize; | |
| sampler2D _ExtraTex; | |
| half _Glossiness; | |
| half _Metallic; | |
| half4 _HueVariationColor; | |
| half _BillboardShadowFade; | |
| sampler2D _SubsurfaceTex; | |
| half4 _SubsurfaceColor; | |
| half _SubsurfaceIndirect; | |
| // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs | |
| // For Directional lights, _LightDirection is used when applying shadow Normal Bias. | |
| // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex. | |
| float3 _LightDirection; | |
| float3 _LightPosition; | |
| UNITY_TEXTURE_STREAMING_DEBUG_VARS; | |