#ifndef ALLIN1SPRITESHADERSRP_PROPERTIES #define ALLIN1SPRITESHADERSRP_PROPERTIES CBUFFER_START(UnityPerMaterial) half4 /*_MainTex_ST,*/ /*_MainTex_TexelSize,*/ _Color; float4 _MainTex_ScaleAndTiling; half _Alpha; half _MinXUV, _MaxXUV, _MinYUV, _MaxYUV; half _RectSize; half _OffsetUvX, _OffsetUvY; half _ClipUvLeft, _ClipUvRight, _ClipUvUp, _ClipUvDown; half _RadialStartAngle, _RadialClip, _RadialClip2; half _TwistUvAmount, _TwistUvPosX, _TwistUvPosY, _TwistUvRadius; half _RotateUvAmount; half _FishEyeUvAmount; half _PinchUvAmount; half _HandDrawnAmount, _HandDrawnSpeed; half _ShakeUvSpeed, _ShakeUvX, _ShakeUvY; float _WaveAmount, _WaveSpeed, _WaveStrength, _WaveX, _WaveY; half _RoundWaveStrength, _RoundWaveSpeed; half _ZoomUvAmount; half4 _FadeBurnColor; /*_FadeTex_ST,*/ /*_FadeBurnTex_ST*/ float4 _FadeTex_ScaleAndTiling, _FadeBurnTex_ScaleAndTiling; half _FadeAmount, _FadeBurnWidth, _FadeBurnTransition, _FadeBurnGlow; half _TextureScrollXSpeed, _TextureScrollYSpeed; half4 _GlowColor; half _Glow, _GlowGlobal; half4 _OutlineColor; half _OutlineAlpha, _OutlineGlow, _OutlineWidth; int _OutlinePixelWidth; //half4 _OutlineTex_ST; float4 _OutlineTex_ScaleAndTiling; half _OutlineTexXSpeed, _OutlineTexYSpeed; //half4 _OutlineDistortTex_ST; float4 _OutlineDistortTex_ScaleAndTiling; half _OutlineDistortTexXSpeed, _OutlineDistortTexYSpeed, _OutlineDistortAmount; //half4 _DistortTex_ST; float4 _DistortTex_ScaleAndTiling; half _DistortTexXSpeed, _DistortTexYSpeed, _DistortAmount; half _WarpStrength, _WarpSpeed, _WarpScale; half _GrassSpeed, _GrassWind, _GrassManualAnim, _GrassRadialBend; half _GradBlend, _GradBoostX, _GradBoostY; half4 _GradTopRightCol, _GradTopLeftCol, _GradBotRightCol, _GradBotLeftCol; half4 _ColorSwapRed, _ColorSwapGreen, _ColorSwapBlue; half _ColorSwapRedLuminosity, _ColorSwapGreenLuminosity, _ColorSwapBlueLuminosity, _ColorSwapBlend; half _HsvShift, _HsvSaturation, _HsvBright; half4 _HitEffectColor; half _HitEffectGlow, _HitEffectBlend; half _PixelateSize; half _NegativeAmount; half _ColorRampLuminosity, _ColorRampBlend; half _GreyscaleLuminosity, _GreyscaleBlend; half4 _GreyscaleTintColor; half _PosterizeNumColors, _PosterizeGamma; half _BlurIntensity; half _MotionBlurAngle, _MotionBlurDist; half _GhostColorBoost, _GhostTransparency, _GhostBlend; half _AlphaOutlineGlow, _AlphaOutlinePower, _AlphaOutlineMinAlpha, _AlphaOutlineBlend; half4 _AlphaOutlineColor; half _InnerOutlineThickness, _InnerOutlineAlpha, _InnerOutlineGlow; half4 _InnerOutlineColor; half _HologramStripesAmount, _HologramMinAlpha, _HologramUnmodAmount, _HologramStripesSpeed, _HologramMaxAlpha, _HologramBlend; half4 _HologramStripeColor; half _ChromAberrAmount, _ChromAberrAlpha; half _GlitchAmount, _GlitchSize, _GlitchSpeed; half _FlickerFreq, _FlickerPercent, _FlickerAlpha; half _ShadowX, _ShadowY, _ShadowAlpha; half4 _ShadowColor; half4 _ShineColor; half _ShineLocation, _ShineRotate, _ShineWidth, _ShineGlow; half _AlphaCutoffValue; half _AlphaRoundThreshold; half4 _ColorChangeNewCol, _ColorChangeTarget; half _ColorChangeTolerance, _ColorChangeLuminosity; half4 _ColorChangeNewCol2, _ColorChangeTarget2; half _ColorChangeTolerance2; half4 _ColorChangeNewCol3, _ColorChangeTarget3; half _ColorChangeTolerance3; half _Contrast, _Brightness; //half4 _OverlayTex_ST; float4 _OverlayTex_ScaleAndTiling; float4 _OverlayColor; half _OverlayGlow, _OverlayBlend, _OverlayTextureScrollXSpeed, _OverlayTextureScrollYSpeed; float _RandomSeed; CBUFFER_END #define CUSTOM_TRANSFORM_TEX(uv, st) uv * st.xy + st.zw #define GET_PIXEL(offsetX, offsetY, uv, tex, texelSize) SAMPLE_TEXTURE2D(tex, sampler##tex, uv + half2(offsetX * texelSize.x, offsetY * texelSize.y)).rgb #define DECLARE_TEX_AND_SAMPLER(texName) \ TEXTURE2D(texName);\ SAMPLER(sampler##texName); DECLARE_TEX_AND_SAMPLER(_MainTex) #if FADE_ON DECLARE_TEX_AND_SAMPLER(_FadeTex) DECLARE_TEX_AND_SAMPLER(_FadeBurnTex) #endif #if GLOW_ON DECLARE_TEX_AND_SAMPLER(_GlowTex) //sampler2D _GlowTex; #endif #if OUTTEX_ON DECLARE_TEX_AND_SAMPLER(_OutlineTex) #endif #if OUTDIST_ON DECLARE_TEX_AND_SAMPLER(_OutlineDistortTex) //sampler2D _OutlineDistortTex; #endif #if DISTORT_ON DECLARE_TEX_AND_SAMPLER(_DistortTex) //sampler2D _DistortTex; #endif #if COLORSWAP_ON DECLARE_TEX_AND_SAMPLER(_ColorSwapTex) #endif #if COLORRAMP_ON DECLARE_TEX_AND_SAMPLER(_ColorRampTex) DECLARE_TEX_AND_SAMPLER(_ColorRampTexGradient) #endif #if SHINE_ON DECLARE_TEX_AND_SAMPLER(_ShineMask) #endif #if OVERLAY_ON DECLARE_TEX_AND_SAMPLER(_OverlayTex) #endif #endif