2021-09-09 20:42:29 -04:00

43 lines
846 B
HLSL

#ifndef UNITY_DECALPROPERTIES_INCLUDED
#define UNITY_DECALPROPERTIES_INCLUDED
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_MaskMap);
SAMPLER(sampler_MaskMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
CBUFFER_START(UnityPerMaterial)
float _NormalBlendSrc;
float _MaskBlendSrc;
float _DecalBlend;
float4 _BaseColor;
float3 _EmissiveColor;
float _EmissiveExposureWeight;
int _DecalMeshBiasType;
float _DecalMeshDepthBias;
float _DecalMeshViewBias;
float _MetallicRemapMin;
float _MetallicRemapMax;
float _SmoothnessRemapMin;
float _SmoothnessRemapMax;
float _AORemapMin;
float _AORemapMax;
float _DecalMaskMapBlueScale;
float _Smoothness;
float _AO;
float _Metallic;
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
CBUFFER_END
#endif