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updated shader includes
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10
Shader/Includes/Moonlight.hlsl
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10
Shader/Includes/Moonlight.hlsl
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#ifndef MOONLIGHT_CORE_INCLUDED
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#define MOONLIGHT_CORE_INCLUDED
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#include "Variables.hlsl"
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#include "DefaultSetup.hlsl"
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#include "LightStrength.hlsl"
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#include "Lambert.hlsl"
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#include "Shadowcaster.cginc"
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#endif
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@@ -1,14 +1,40 @@
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#ifndef MoonlightGlobalVariables
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#define MoonlightGlobalVariables \
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\
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float _InverseSqareMultiplier; \
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float _LightCutoffDistance; \
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\
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float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
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float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
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float _Udon_ShadowMapIndex[MAX_LIGHTS];\
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float _Udon_PlayerCount; /* set via SetFloat */ \
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#ifndef MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
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#define MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
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float _InverseSqareMultiplier;
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float _LightCutoffDistance;
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float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */
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float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */
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float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */
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float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */
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float _Udon_ShadowMapIndex[MAX_LIGHTS];
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float _Udon_PlayerCount; /* set via SetFloat */
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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#endif
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