#ifndef VOLUMETRIC_FOG_2_INPUT #define VOLUMETRIC_FOG_2_INPUT #ifndef VOLUMETRIC_FOG_2_SHADERGRAPH_SUPPORT CBUFFER_START(UnityPerMaterial) #endif half4 _Color; half4 _LightColor; half _NativeLightsMultiplier; float _NoiseScale; half4 _DetailColor; half4 _DetailData; // x = strength, y = offset, z = scale, w = importance #define DETAIL_STRENGTH _DetailData.x #define DETAIL_OFFSET _DetailData.y #define DETAIL_SCALE _DetailData.z #define USE_BASE_NOISE _DetailData.w half _DeepObscurance; half3 _LightDiffusionData; #define LIGHT_DIFFUSION_POWER _LightDiffusionData.x #define LIGHT_DIFFUSION_INTENSITY _LightDiffusionData.y #define LIGHT_DIFFUSION_DEPTH_ATTEN _LightDiffusionData.z half _Density; float3 _BoundsCenter, _BoundsExtents; float3 _SunDir; float3 _WindDirection, _DetailWindDirection; float4 _DistanceData; float3 _MaxDistanceData; #define FOG_MAX_LENGTH _MaxDistanceData.x #define FOG_MAX_LENGTH_FALLOFF_PRECOMPUTED _MaxDistanceData.y #define FOG_MAX_LENGTH_FALLOFF _MaxDistanceData.z float3 _BoundsData; #define BOUNDS_VERTICAL_OFFSET _BoundsData.x #define BOUNDS_BOTTOM _BoundsData.y #define BOUNDS_SIZE_Y _BoundsData.z float4 _RayMarchSettings; #define FOG_STEPPING _RayMarchSettings.x #define DITHERING _RayMarchSettings.y #define JITTERING _RayMarchSettings.z #define MIN_STEPPING _RayMarchSettings.w half3 _ShadowData; #define SHADOW_INTENSITY _ShadowData.x #define SHADOW_CANCELLATION _ShadowData.y #define SHADOW_MAX_DISTANCE _ShadowData.z float4 _BoundsBorder; #define BORDER_SIZE_SPHERE _BoundsBorder.x #define BORDER_START_SPHERE _BoundsBorder.y #define BORDER_SIZE_BOX _BoundsBorder.xz #define BORDER_START_BOX _BoundsBorder.yw half _APVIntensityMultiplier; float3 _FogOfWarCenter; float3 _FogOfWarSize; float3 _FogOfWarCenterAdjusted; float4x4 _InvRotMatrix; float4x4 _RotMatrix; #ifndef VOLUMETRIC_FOG_2_SHADERGRAPH_SUPPORT CBUFFER_END #endif sampler2D _NoiseTex; sampler3D _DetailTex; float jitter; float loop_t; float loop_shadowMaxDistance; TEXTURE2D(_BlueNoise); SAMPLER(sampler_BlueNoise_PointRepeat); float4 _BlueNoise_TexelSize; float3 _VFRTSize; #endif // VOLUMETRIC_FOG_2_INPUT