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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Config.cginc
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2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Config.cginc
/// @brief User configuration options.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_CONFIG_CGINC
#define ALLOY_SHADERS_CONFIG_CGINC
/// Enables deferred shading material type branching to reduce costs.
#define A_USE_DEFERRED_MATERIAL_TYPE_BRANCHING 1
/// Enables clamping of all shader outputs to prevent blending and bloom errors.
#define A_USE_HDR_CLAMP 1
/// Max HDR intensity for lighting and emission.
#define A_HDR_CLAMP_MAX_INTENSITY 100.0
/// Enables capping tessellation quality via the global _MinEdgeLength property.
#define A_USE_TESSELLATION_MIN_EDGE_LENGTH 0
/// Enables tube area lights. Can be disabled to improve sphere light performance.
#define A_USE_TUBE_LIGHTS 1
/// Enables the Unity behavior for light cookies.
#define A_USE_UNITY_LIGHT_COOKIES 0
/// Enables the Unity behavior for attenuation.
#define A_USE_UNITY_ATTENUATION 0
/// Enables feature where black specularity/f0 kills specular lighting per-pixel.
#define A_USE_BLACK_SPECULAR_COLOR_TOGGLE 0
/// Packed map metallic channel.
#define A_METALLIC_CHANNEL r
/// Packed map ao channel.
#define A_AO_CHANNEL g
/// Packed map spcularity channel.
#define A_SPECULARITY_CHANNEL b
/// Packed map roughness channel.
#define A_ROUGHNESS_CHANNEL a
// ----Hx Volumetric Lighting----
//#include "Assets/Plugins/HxVolumetricLighting/BuiltIn-Replacement/HxVolumetricCore.cginc"
// ----Vapor----
//#include "Assets/Vapor/Shaders/VaporFramework.cginc"
// ----VertExmotion----
//#define A_USE_VERTEX_MOTION
//#include "Assets/VertExmotion/Shaders/VertExmotion.cginc"
// ----Amplify Texture----
//#include "Assets/AmplifyTexture/Shaders/Shared.cginc"
#endif // ALLOY_SHADERS_CONFIG_CGINC