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Full source <URP>/Shaders/UnlitInput.hlsl HLSL 40 lines 27 symbols 2 includes Hide source Show source
UnlitInput.hlsl <URP>/Shaders/UnlitInput.hlsl
Language
HLSL
Lines
40
Symbols
27
Includes
2
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<URP>/Shaders/UnlitInput.hlsl full source

#ifndef UNIVERSAL_UNLIT_INPUT_INCLUDED
#define UNIVERSAL_UNLIT_INPUT_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/SurfaceType.hlsl"

CBUFFER_START(UnityPerMaterial)
    float4 _BaseMap_ST;
    float4 _BaseMap_TexelSize;
    half4 _BaseColor;
    half _Cutoff;
    UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END

#ifdef UNITY_DOTS_INSTANCING_ENABLED
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
    UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
    UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)

static float4 unity_DOTS_Sampled_BaseColor;
static float  unity_DOTS_Sampled_Cutoff;

void SetupDOTSUnlitMaterialPropertyCaches()
{
    unity_DOTS_Sampled_BaseColor     = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseColor);
    unity_DOTS_Sampled_Cutoff        = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float , _Cutoff);
}

#undef UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES
#define UNITY_SETUP_DOTS_MATERIAL_PROPERTY_CACHES() SetupDOTSUnlitMaterialPropertyCaches()

#define _BaseColor          unity_DOTS_Sampled_BaseColor
#define _Cutoff             unity_DOTS_Sampled_Cutoff

#endif

#endif