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Full source <URP>/Shaders/Nature/SpeedTree7BillboardInput.hlsl HLSL 28 lines 14 symbols 1 includes Hide source Show source
SpeedTree7BillboardInput.hlsl <URP>/Shaders/Nature/SpeedTree7BillboardInput.hlsl
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28
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14
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<URP>/Shaders/Nature/SpeedTree7BillboardInput.hlsl full source

#ifndef UNIVERSAL_SPEEDTREE7BILLBOARD_INPUT_INCLUDED
#define UNIVERSAL_SPEEDTREE7BILLBOARD_INPUT_INCLUDED

#define SPEEDTREE_PI 3.14159265359

#define SPEEDTREE_ALPHATEST
half _Cutoff;

#include "SpeedTree7CommonInput.hlsl"

CBUFFER_START(UnityBillboardPerCamera)
float3 unity_BillboardNormal;
float3 unity_BillboardTangent;
float4 unity_BillboardCameraParams;
#define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
#define unity_BillboardCameraXZAngle (unity_BillboardCameraParams.w)
CBUFFER_END

CBUFFER_START(UnityBillboardPerBatch)
float4 unity_BillboardInfo; // x: num of billboard slices; y: 1.0f / (delta angle between slices)
float4 unity_BillboardSize; // x: width; y: height; z: bottom
float4 unity_BillboardImageTexCoords[16];
CBUFFER_END

#define _Surface 0.0 // Speed Trees are always opaque

#endif