// 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