#ifndef TOONSKETCH_INPUT_INCLUDED #define TOONSKETCH_INPUT_INCLUDED int _Style; #ifdef _TS_RAMPTEX_ON sampler2D _RampTex; #else half _RampThreshold; half _RampCutoff; #endif #ifdef _TS_SPECULAR_ON sampler2D _SpecularTex; fixed4 _SpecularColor; int _SpecularType; int _SmoothnessType; half _Smoothness; half _SpecularThreshold; half _SpecularCutoff; half _SpecularIntensity; #endif #ifdef _TS_RIMLIGHT_ON fixed4 _RimColor; half _RimMin; half _RimMax; int _RimType; half _RimIntensity; #endif struct TS_LightingData { UnityLight light; UnityIndirect indirect; float2 uv; float3 normal; half3 ambient; half3 color; half ambientDiff; half ambientSpec; half diffuse; half specular; half rim; half attenuation; half alpha; }; #endif