#ifndef PW_GENERALVARS #define PW_GENERALVARS struct EchoData { half4 coverRGBA; half3 worldNormal; half thickness; half3 screenPos; half4 vertexColor; float2 worldUV; }; struct SurfaceOutputGaia { half3 Albedo; float3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; half Alpha; EchoData e; }; struct PWCoverLayer { half3 albedo; half alpha; half3 normal; half4 colorTint; half alphaClamp; half smoothness; half metallic; half coverAmount; half progress; half amount; half wrap; }; struct PWCoverSurface { half3 albedo; half3 albedoSSS; half3 normal; half smoothness; half metallic; half alwaysUpDir; half worldNormalY; }; half4 _PW_MainLightDir; half4 _PW_MainLightColor; half4 _PW_MainLightSpecular; half _PW_MainLightIntensity; float _PW_ShaderMode; float _PW_TerrainSizeX; float _PW_TerrainSizeZ; sampler2D _MainTex; sampler2D _BumpMap; sampler2D _MetallicGlossMap; half _BumpMapScale; half _Cutoff; half _Glossiness; half _Metallic; half _WrapLighting; half _AOPower; half _AOVertexMask; half _AOPowerExp; sampler2D _PW_WorldMap; half4 _PW_WorldMapColorObject; half4 _PW_WorldMapColorCover0; half4 _PW_WorldMapColorCover1; float _PW_WorldMapUVScale; // alpha add // alpha expand sampler2D _PW_CoverLayer0; half4 _PW_CoverLayer0Color; sampler2D _PW_CoverLayer0Normal; half _PW_CoverLayer0NormalScale; half _PW_CoverLayer0AlphaClamp; half _PW_CoverLayer0Edge; half _PW_CoverLayer0Tiling; half _PW_CoverLayer0Smoothness; half _PW_CoverLayer0Metallic; half _PW_CoverLayer0Wrap; half _PW_CoverLayer0Progress; half _PW_CoverLayer0FadeStart; half _PW_CoverLayer0FadeDist; sampler2D _PW_CoverLayer1; half4 _PW_CoverLayer1Color; sampler2D _PW_CoverLayer1Normal; half _PW_CoverLayer1NormalScale; half _PW_CoverLayer1AlphaClamp; half _PW_CoverLayer1Edge; half _PW_CoverLayer1Tiling; half _PW_CoverLayer1Smoothness; half _PW_CoverLayer1Metallic; half _PW_CoverLayer1Wrap; half _PW_CoverLayer1Progress; half _PW_CoverLayer1FadeStart; half _PW_CoverLayer1FadeDist; float2 _PW_WindTreeWidthHeight; float3 _PW_WindTreeFlex; float3 _PW_WindTreeFrequency; float4 _PW_WindGlobals; float4 _PW_WindGlobalsB; half _PW_SSSPower; half4 _PW_SSSTint; half _PW_SSSDistortion; half _PW_SSSThickness; half _PW_Global_SeasonalTintAmount; // global uniforms set by system half _PW_Global_CoverLayer0Progress; half _PW_Global_CoverLayer1Progress; half _PW_Global_CoverLayer0FadeStart; half _PW_Global_CoverLayer0FadeDist; //half _PW_Global_CoverLayer1FadeStart; //half _PW_Global_CoverLayer1FadeDist; half _PW_Global_Metallic; half _PW_Global_Smoothness; half _PW_Global_TerrainScale; half4 _PW_Global_SeasonalTint; float4 _PW_Global_WindDirection; float _PW_Global_WindGustDistance; float _PW_Global_WindSpeed; #endif //PW_GENERALVARS