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