#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST; //偏移
half4 _BaseColor;
half _IsDay;
half _Cull;
half _SrcBlend;
half _DstBlend;
half4 _LightDirectionMultiplier;
half _ShadowOffset;
half _ShadowSmoothness;
half4 _ShadowColor;
half _UseCustomMaterialType;
half _CustomMaterialType;
half _EmissionIntensity;
half4 _FaceDirection;
half _FaceShadowOffset;
half4 _FaceBlushColor;
half _FaceBlushStrength;
half _SpecularSmoothness;
half _NonmetallicIntensity;
half _MetallicIntensity;
half _RimOffset;
half _RimThreshold;
half _RimIntensity;
half _UseSmoothNormal;
half _OutlineWidth;
half4 _OutlineWidthParams;
half _OutlineZOffset;
half4 _ScreenOffset;
half4 _OutlineColor;
half4 _OutlineColor2;
half4 _OutlineColor3;
half4 _OutlineColor4;
half4 _OutlineColor5;
CBUFFER_END
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
TEXTURE2D(_LightMap); SAMPLER(sampler_LightMap);
TEXTURE2D(_ShadowRamp); SAMPLER(sampler_ShadowRamp);
TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
TEXTURE2D(_FaceLightMap); SAMPLER(sampler_FaceLightMap);
TEXTURE2D(_FaceShadow); SAMPLER(sampler_FaceShadow);
TEXTURE2D(_MetalMap); SAMPLER(sampler_MetalMap);