#ifndef INPUT_SURFACE_CTI_INCLUDED #define INPUT_SURFACE_CTI_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" // Must be declared before we can include Lighting.hlsl struct AdditionalSurfaceData { half translucency; }; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; half3 _BaseWindMultipliers; half _WindVariation; half4 _SpecColor; half4 _HueVariation; half _Smoothness; half _BackfaceSmoothness; // Leaf specific inputs half _Cutoff; half4 _Translucency; half _AmbientReflection; half _TumbleStrength; half _TumbleFrequency; half _LeafTurbulence; half _EdgeFlutterInfluence; // Billboard specific inputs half _AlphaLeak; half _OcclusionStrength; half _BumpScale; half _WindStrength; half _Wrap; // Fix for old bug half _BillboardScale; CBUFFER_END // Custom packed Map for Leaf and Billboard shader #if !defined(CTIBARK) TEXTURE2D(_BumpSpecMap); SAMPLER(sampler_BumpSpecMap); #else TEXTURE2D(_BumpOcclusionMap); SAMPLER(sampler_BumpOcclusionMap); #endif #if defined(CTIBARKARRAY) TEXTURE2D_ARRAY(_BaseMapArray); SAMPLER(sampler_BaseMapArray); TEXTURE2D_ARRAY(_BumpOcclusionMapArray); SAMPLER(sampler_BumpOcclusionMapArray); #endif #endif