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42 lines
1.5 KiB
42 lines
1.5 KiB
#ifndef SHADERPASS
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#error Undefine_SHADERPASS
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#endif
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// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)
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// Attributes
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT // Always present as we require it also in case of anisotropic lighting
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_TEXCOORD1
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#define ATTRIBUTES_NEED_COLOR
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#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) || defined(DYNAMICLIGHTMAP_ON) || defined(DEBUG_DISPLAY) || (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT)
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#define ATTRIBUTES_NEED_TEXCOORD2
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#endif
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#if defined(_REQUIRE_UV3) || defined(DEBUG_DISPLAY) || defined(EDITOR_VISUALIZATION)
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#define ATTRIBUTES_NEED_TEXCOORD3
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#endif
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// Varying - Use for pixel shader
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// This second set of define allow to say which varyings will be output in the vertex (no more tesselation)
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#define VARYINGS_NEED_POSITION_WS
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#define VARYINGS_NEED_TANGENT_TO_WORLD
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_TEXCOORD1
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#ifdef ATTRIBUTES_NEED_TEXCOORD2
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#define VARYINGS_NEED_TEXCOORD2
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#endif
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#ifdef ATTRIBUTES_NEED_TEXCOORD3
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#define VARYINGS_NEED_TEXCOORD3
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#endif
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#define VARYINGS_NEED_COLOR
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#ifdef _DOUBLESIDED_ON
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#define VARYINGS_NEED_CULLFACE
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#endif
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// This include will define the various Attributes/Varyings structure
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#if (SHADERPASS < SHADERPASS_RAYTRACING) || (SHADERPASS > SHADERPASS_RAY_TRACING_DEBUG)
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl"
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#endif
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