#ifndef MOONLIGHT_GLOBAL_VARIABLES_INCLUDED #define MOONLIGHT_GLOBAL_VARIABLES_INCLUDED float _InverseSqareMultiplier; float _LightCutoffDistance; float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ float _Udon_ShadowMapIndex[MAX_LIGHTS]; float _Udon_PlayerCount; /* set via SetFloat */ float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth) float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight) float4 _Udon_Plane_Normal_1; // xyz = unit normal sampler2D _Udon_shadowCasterTex_1; float4 _Udon_shadowCasterColor_1; float4 _Udon_OutSideColor_1; float _Udon_MinBrightnessShadow_1; float4 _Udon_Plane_Origin_2; float4 _Udon_Plane_Uinv_2; float4 _Udon_Plane_Vinv_2; float4 _Udon_Plane_Normal_2; sampler2D _Udon_shadowCasterTex_2; float4 _Udon_shadowCasterColor_2; float4 _Udon_OutSideColor_2; float _Udon_MinBrightnessShadow_2; float _BlurPixels; float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height float4 _Udon_shadowCasterTex_2_TexelSize; bool _EnableShadowCasting; #endif