#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; 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);