URP HLSL Structs Index
- 생성일: 2026-02-19
- URP 버전: "17.3.0"
- Core 버전: "17.3.0"
- URP 소스:
<URP> - Core 소스:
<CORE> - Code Browser:
book/generated/urp-17.3.0/code/index.md
Index
Fields
AmbientOcclusionFactor
-
정의:
<URP>/ShaderLibrary/AmbientOcclusion.hlsl:13 -
필드 수: 2
-
half indirectAmbientOcclusion -
half directAmbientOcclusion
AnalyticalLine
-
정의:
<CORE>/ShaderLibrary/Coverage.hlsl:212 -
필드 수: 21
-
float a -
float b -
float2 l = v1 - v0 -
a = l.y/l.x -
b = v1.y - a * v1.x -
float2 ll = v1 - v0 -
outFlipAxis = abs(ll.y) > abs(ll.x) -
outFlipX = sign(ll.y) != sign(ll.x) -
outIsRightHand = ll.x >= 0 ? v0.y >= v1.y : v0.y > v1.y -
ll.xy = ll.yx -
v0.xy = v0.yx -
v1.xy = v1.yx -
a = ll.y/ll.x -
v0.x = 1.0 - v0.x -
v1.x = 1.0 - v1.x -
a *= -1 -
b = v1.y - a * v1.x -
outValid = any(v1 != v0) -
return xval * a + b -
return xvals * a + b -
return float2(xv, Eval(xv))
appdata_t
-
정의:
<URP>/Shaders/Utils/FallbackError.shader:37 -
필드 수: 1
-
float4 vertex : POSITION
appdata_t
-
정의:
<URP>/Shaders/Utils/FallbackLoading.shader:38 -
필드 수: 1
-
float4 vertex : POSITION
appdata_t
-
정의:
<URP>/Shaders/Utils/MaterialError.shader:34 -
필드 수: 1
-
float4 vertex : POSITION
Attributes
-
정의:
<URP>/ShaderLibrary/ObjectMotionVectors.hlsl:31 -
필드 수: 4
-
float4 position : POSITION -
float2 uv : TEXCOORD0 -
float3 positionOld : TEXCOORD4 -
float3 alembicMotionVector : TEXCOORD5
Attributes
-
정의:
<URP>/ShaderLibrary/UniversalMetaPass.hlsl:6 -
필드 수: 5
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float2 uv0 : TEXCOORD0 -
float2 uv1 : TEXCOORD1 -
float2 uv2 : TEXCOORD2
Attributes
-
정의:
<URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl:9 -
필드 수: 2
-
float3 vertex : POSITION -
float4 packed0 : TANGENT
Attributes
-
정의:
<URP>/Shaders/2D/Include/SpriteMaskShared.hlsl:12 -
필드 수: 2
-
float4 positionOS : POSITION -
half2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/2D/Light2D.shader:34 -
필드 수: 3
-
float3 positionOS : POSITION -
float4 color : COLOR -
float2 uv : TEXCOORD0
Attributes
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:42 - 필드 수: 0
Attributes
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:81 - 필드 수: 0
Attributes
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:120 - 필드 수: 0
Attributes
- 정의:
<URP>/Shaders/2D/Mesh2D-Unlit-Default.shader:42 - 필드 수: 0
Attributes
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:42 -
필드 수: 1
-
float3 positionOS : POSITION
Attributes
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:87 -
필드 수: 5
-
float3 positionOS : POSITION -
float4 color : COLOR -
float2 uv : TEXCOORD0 -
float3 normal : NORMAL -
float4 tangent : TANGENT
Attributes
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:152 -
필드 수: 1
-
float3 positionOS : POSITION
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader:30 -
필드 수: 1
-
float4 vertex : POSITION
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader:32 -
필드 수: 3
-
float4 vertex : POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:34 -
필드 수: 2
-
float4 vertex : POSITION -
float2 uv : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:88 -
필드 수: 1
-
float4 vertex : POSITION
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:38 -
필드 수: 3
-
float4 vertex : POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:103 -
필드 수: 3
-
float4 vertex : POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:42 -
필드 수: 1
-
half4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:95 -
필드 수: 1
-
float4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:144 -
필드 수: 1
-
half4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/2D/Sprite-Unlit-Default.shader:32 -
필드 수: 1
-
half4 color : COLOR
Attributes
-
정의:
<URP>/Shaders/BakedLitDepthNormalsPass.hlsl:9 -
필드 수: 4
-
float4 positionOS : POSITION -
float2 uv : TEXCOORD0 -
half3 normalOS : NORMAL -
half4 tangentOS : TANGENT
Attributes
-
정의:
<URP>/Shaders/BakedLitForwardPass.hlsl:7 -
필드 수: 5
-
float4 positionOS : POSITION -
float2 uv : TEXCOORD0 -
float2 staticLightmapUV : TEXCOORD1 -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT
Attributes
-
정의:
<URP>/Shaders/BRGPicking.shader:45 -
필드 수: 1
-
float4 positionOS : POSITION
Attributes
-
정의:
<URP>/Shaders/BRGPicking.shader:106 -
필드 수: 2
-
float4 positionOS : POSITION -
float2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/CameraMotionVectors.shader:26 -
필드 수: 1
-
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/Debug/DebugReplacement.shader:32 -
필드 수: 12
-
float4 positionOS : POSITION -
float4 texcoord0 : TEXCOORD0 -
float4 texcoord1 : TEXCOORD1 -
float4 texcoord2 : TEXCOORD2 -
float4 texcoord3 : TEXCOORD3 -
float4 texcoord4 : TEXCOORD4 -
float4 texcoord5 : TEXCOORD5 -
float4 texcoord6 : TEXCOORD6 -
float4 texcoord7 : TEXCOORD7 -
float4 color : COLOR -
float4 normal : NORMAL -
float4 tangent : TANGENT
Attributes
-
정의:
<URP>/Shaders/DepthNormalsPass.hlsl:10 -
필드 수: 4
-
float4 positionOS : POSITION -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float3 normal : NORMAL
Attributes
-
정의:
<URP>/Shaders/DepthOnlyPass.hlsl:9 -
필드 수: 2
-
float4 position : POSITION -
float2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/LitDepthNormalsPass.hlsl:25 -
필드 수: 4
-
float4 positionOS : POSITION -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float3 normal : NORMAL
Attributes
-
정의:
<URP>/Shaders/LitForwardPass.hlsl:20 -
필드 수: 6
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float2 staticLightmapUV : TEXCOORD1 -
float2 dynamicLightmapUV : TEXCOORD2
Attributes
-
정의:
<URP>/Shaders/LitGBufferPass.hlsl:24 -
필드 수: 6
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float2 staticLightmapUV : TEXCOORD1 -
float2 dynamicLightmapUV : TEXCOORD2
Attributes
-
정의:
<URP>/Shaders/ShadowCasterPass.hlsl:16 -
필드 수: 3
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:13 -
필드 수: 4
-
float4 positionOS : POSITION -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float3 normal : NORMAL
Attributes
-
정의:
<URP>/Shaders/SimpleLitForwardPass.hlsl:9 -
필드 수: 6
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float2 staticLightmapUV : TEXCOORD1 -
float2 dynamicLightmapUV : TEXCOORD2
Attributes
-
정의:
<URP>/Shaders/SimpleLitGBufferPass.hlsl:12 -
필드 수: 6
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0 -
float2 staticLightmapUV : TEXCOORD1 -
float2 dynamicLightmapUV : TEXCOORD2
Attributes
-
정의:
<URP>/Shaders/SpatialMappingOcclusion.shader:27 -
필드 수: 1
-
float4 positionOS : POSITION
Attributes
-
정의:
<URP>/Shaders/SpatialMappingWireframe.shader:34 -
필드 수: 1
-
float4 positionOS : POSITION
Attributes
-
정의:
<URP>/Shaders/Terrain/TerrainDetailLit.shader:92 -
필드 수: 5
-
float4 PositionOS : POSITION -
float2 UV0 : TEXCOORD0 -
float2 UV1 : TEXCOORD1 -
half3 NormalOS : NORMAL -
half4 Color : COLOR
Attributes
-
정의:
<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:7 -
필드 수: 5
-
float4 PositionOS : POSITION -
float2 UV0 : TEXCOORD0 -
float2 UV1 : TEXCOORD1 -
float3 NormalOS : NORMAL -
half4 Color : COLOR
Attributes
-
정의:
<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:9 -
필드 수: 3
-
float4 positionOS : POSITION -
float3 normalOS : NORMAL -
float2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/UnlitDepthNormalsPass.hlsl:9 -
필드 수: 4
-
float3 normal : NORMAL -
float4 positionOS : POSITION -
float4 tangentOS : TANGENT -
float2 texcoord : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/UnlitForwardPass.hlsl:11 -
필드 수: 4
-
float4 positionOS : POSITION -
float2 uv : TEXCOORD0 -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT
Attributes
-
정의:
<URP>/Shaders/UnlitGBufferPass.hlsl:10 -
필드 수: 3
-
float4 positionOS : POSITION -
float2 uv : TEXCOORD0 -
float3 normalOS : NORMAL
Attributes
-
정의:
<URP>/Shaders/Utils/ClusterDeferred.hlsl:11 -
필드 수: 2
-
float4 positionOS : POSITION -
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/Utils/FogDeferred.hlsl:8 -
필드 수: 2
-
float4 positionOS : POSITION -
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/Utils/StencilDeferred.hlsl:10 -
필드 수: 2
-
float4 positionOS : POSITION -
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/Utils/Universal2D.hlsl:4 -
필드 수: 2
-
float4 positionOS : POSITION -
float2 uv : TEXCOORD0
Attributes
-
정의:
<URP>/Shaders/XR/XRMirrorView.hlsl:21 -
필드 수: 1
-
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/XR/XRMotionVector.shader:43 -
필드 수: 1
-
uint vertexID : SV_VertexID
Attributes
-
정의:
<URP>/Shaders/XR/XROcclusionMesh.shader:17 -
필드 수: 1
-
float4 vertex : POSITION
AttributesDepthNormal
-
정의:
<URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl:7 -
필드 수: 3
-
float4 positionOS : POSITION -
half3 normalOS : NORMAL -
float2 texcoord : TEXCOORD0
AttributesDepthNormalsParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:100 -
필드 수: 7
-
float4 vertex : POSITION -
half4 color : COLOR -
float4 texcoords : TEXCOORD0 -
float texcoordBlend : TEXCOORD1 -
float2 texcoords : TEXCOORD0 -
float3 normal : NORMAL -
float4 tangent : TANGENT
AttributesDepthOnlyParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:66 -
필드 수: 5
-
float4 vertex : POSITION -
half4 color : COLOR -
float4 texcoords : TEXCOORD0 -
float texcoordBlend : TEXCOORD1 -
float2 texcoords : TEXCOORD0
AttributesLean
-
정의:
<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:512 -
필드 수: 3
-
float4 position : POSITION -
float3 normalOS : NORMAL -
float2 texcoord : TEXCOORD0
AttributesParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:6 -
필드 수: 7
-
float4 positionOS : POSITION -
half4 color : COLOR -
float4 texcoords : TEXCOORD0 -
float texcoordBlend : TEXCOORD1 -
float2 texcoords : TEXCOORD0 -
float3 normalOS : NORMAL -
float4 tangentOS : TANGENT
AttributesXR
-
정의:
<URP>/Shaders/XR/XRVisibilityMeshHelper.hlsl:5 -
필드 수: 1
-
float4 vertex : POSITION
BRDFData
-
정의:
<URP>/ShaderLibrary/BRDF.hlsl:11 -
필드 수: 10
-
half3 albedo -
half3 diffuse -
half3 specular -
half reflectivity -
half perceptualRoughness -
half roughness -
half roughness2 -
half grazingTerm -
half normalizationTerm -
half roughness2MinusOne
CBSDF
-
정의:
<CORE>/ShaderLibrary/BSDF.hlsl:20 -
필드 수: 4
-
float3 diffR -
float3 specR -
float3 diffT -
float3 specT
ClusterIterator
-
정의:
<URP>/ShaderLibrary/Clustering.hlsl:16 -
필드 수: 4
-
uint tileWordsOffset -
uint zBinWordsOffset -
uint tileMask -
uint entityIndexNextMax
DecalSurfaceData
-
정의:
<URP>/ShaderLibrary/DecalInput.hlsl:4 -
필드 수: 7
-
half4 baseColor -
half4 normalWS -
half3 emissive -
half metallic -
half occlusion -
half smoothness -
half MAOSAlpha
DefaultParticleInstanceData
-
정의:
<URP>/ShaderLibrary/ParticlesInstancing.hlsl:14 -
필드 수: 3
-
float3x4 transform -
uint color -
float animFrame
DOTSVisibleData
-
정의:
<CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl:206 -
필드 수: 1
-
uint4 VisibleData
FragmentOutput
-
정의:
<URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl:20 -
필드 수: 7
-
half4 GBuffer0 : SV_Target0 -
half4 GBuffer1 : SV_Target1 -
half4 GBuffer2 : SV_Target2 -
half4 GBuffer3 : SV_Target3 -
DECL_OPT_GBUFFER_TARGET(float, GBuffer4, GBUFFER_IDX_R_DEPTH) -
DECL_OPT_GBUFFER_TARGET(half4, GBuffer5, GBUFFER_IDX_RGBA_SHADOWMASK) -
DECL_OPT_GBUFFER_TARGET(half4, GBuffer6, GBUFFER_IDX_R_RENDERING_LAYERS)
FragmentOutput
-
정의:
<URP>/Shaders/2D/Include/LightingUtility.hlsl:96 -
필드 수: 4
-
half4 GLightBuffer0 : SV_Target0 -
half4 GLightBuffer1 : SV_Target1 -
half4 GLightBuffer2 : SV_Target2 -
half4 GLightBuffer3 : SV_Target3
FxaaTex
- 정의:
<URP>/Shaders/PostProcessing/FXAA3_11.hlsl:716 - 필드 수: 0
FxaaTex
- 정의:
<URP>/Shaders/PostProcessing/FXAA3_11.hlsl:723 - 필드 수: 0
g2f
-
정의:
<URP>/Shaders/SpatialMappingWireframe.shader:61 -
필드 수: 3
-
float4 projectionSpaceVertex : SV_POSITION -
float4 worldSpacePosition : TEXCOORD0 -
float4 dist : TEXCOORD1
GBufferData
-
정의:
<URP>/ShaderLibrary/GBufferCommon.hlsl:86 -
필드 수: 9
-
half3 baseColor -
half smoothness -
half3 specularColor -
half occlusion -
float3 normalWS -
uint materialFlags -
float depth -
half4 shadowMask -
uint meshRenderingLayers
GBufferFragOutput
-
정의:
<URP>/ShaderLibrary/GBufferOutput.hlsl:14 -
필드 수: 7
-
half4 gBuffer0 : SV_Target0 -
half4 gBuffer1 : SV_Target1 -
half4 gBuffer2 : SV_Target2 -
half4 color : SV_Target3 -
DECL_OPT_GBUFFER_TARGET(float, depth, GBUFFER_IDX_R_DEPTH) -
DECL_OPT_GBUFFER_TARGET(half4, shadowMask, GBUFFER_IDX_RGBA_SHADOWMASK) -
DECL_OPT_GBUFFER_TARGET(uint, meshRenderingLayers, GBUFFER_IDX_R_RENDERING_LAYERS)
GraniteCacheTexture
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:141 -
필드 수: 3
-
SamplerState Sampler -
Texture2DArray TextureArray -
Texture2D Texture
GraniteConstantBuffers
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:197 -
필드 수: 2
-
GraniteTilesetConstantBuffer tilesetBuffer -
GraniteStreamingTextureConstantBuffer streamingTextureBuffer
GraniteCubeConstantBuffers
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:206 -
필드 수: 2
-
GraniteTilesetConstantBuffer tilesetBuffer -
GraniteStreamingTextureCubeConstantBuffer streamingTextureCubeBuffer
GraniteLODLookupData
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:226 -
필드 수: 3
-
gra_Float4 translationTableData -
gra_Float2 textureCoordinates -
float cacheLevel
GraniteLookupData
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:217 -
필드 수: 4
-
gra_Float4 translationTableData -
gra_Float2 textureCoordinates -
gra_Float2 dX -
gra_Float2 dY
GraniteStreamingTextureConstantBuffer
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:168 -
필드 수: 1
-
gra_Float4 data[_grStreamingTextureCBSize]
GraniteStreamingTextureCubeConstantBuffer
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:178 -
필드 수: 1
-
GraniteStreamingTextureConstantBuffer data[_grStreamingTextureCubeCBSize]
GraniteTilesetConstantBuffer
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:188 -
필드 수: 1
-
gra_Float4x4 data[_grTilesetCBSize]
GraniteTranslationTexture
-
정의:
<CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl:136 -
필드 수: 2
-
SamplerState Sampler -
Texture2D Texture
GrassVertexDepthNormalInput
-
정의:
<URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl:4 -
필드 수: 5
-
float4 vertex : POSITION -
float3 normal : NORMAL -
float4 tangent : TANGENT -
half4 color : COLOR -
float2 texcoord : TEXCOORD0
GrassVertexDepthNormalOutput
-
정의:
<URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl:14 -
필드 수: 5
-
float2 uv : TEXCOORD0 -
half3 normal : TEXCOORD1 -
half4 color : TEXCOORD2 -
float3 viewDirWS : TEXCOORD3 -
float4 clipPos : SV_POSITION
GrassVertexDepthOnlyInput
-
정의:
<URP>/Shaders/Terrain/WavingGrassPasses.hlsl:239 -
필드 수: 4
-
float4 vertex : POSITION -
float4 tangent : TANGENT -
half4 color : COLOR -
float2 texcoord : TEXCOORD0
GrassVertexDepthOnlyOutput
-
정의:
<URP>/Shaders/Terrain/WavingGrassPasses.hlsl:248 -
필드 수: 3
-
float2 uv : TEXCOORD0 -
half4 color : TEXCOORD1 -
float4 clipPos : SV_POSITION
GrassVertexInput
-
정의:
<URP>/Shaders/Terrain/WavingGrassPasses.hlsl:8 -
필드 수: 6
-
float4 vertex : POSITION -
float3 normal : NORMAL -
float4 tangent : TANGENT -
half4 color : COLOR -
float2 texcoord : TEXCOORD0 -
float2 lightmapUV : TEXCOORD1
GrassVertexOutput
-
정의:
<URP>/Shaders/Terrain/WavingGrassPasses.hlsl:19 -
필드 수: 10
-
float2 uv : TEXCOORD0 -
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1) -
float4 posWSShininess : TEXCOORD2 -
half3 normal : TEXCOORD3 -
half3 viewDir : TEXCOORD4 -
half4 fogFactorAndVertexLight : TEXCOORD5 -
float4 shadowCoord : TEXCOORD6 -
half4 color : TEXCOORD7 -
float4 probeOcclusion : TEXCOORD8 -
float4 clipPos : SV_POSITION
Group
-
정의:
<CORE>/ShaderLibrary/Threading.hlsl:113 -
필드 수: 20
-
uint groupIndex : SV_GroupIndex -
uint3 groupID : SV_GroupID -
uint3 dispatchID : SV_DispatchThreadID -
Wave wave -
wave = (Wave)0 -
wave.Init(groupIndex) -
return wave -
BitFieldInsert(3u, BitFieldExtract(groupIndex, 1u, 2u), BitFieldExtract(groupIndex, 3u, 4u))) -
uint GetWaveCount() -
uint GetThreadCount() -
uint GetThreadIndex() -
bool IsFirstThread() -
bool AllTrue(bool v) -
bool AnyTrue(bool v) -
GroupBallot Ballot(bool v) -
uint CountBits(bool v) -
uint PrefixCountBits(bool v) -
uint And(uint v) -
uint Or(uint v) -
uint Xor(uint v)
GroupBallot
-
정의:
<CORE>/ShaderLibrary/Threading.hlsl:95 -
필드 수: 4
-
uint dwords[_THREADING_GROUP_BALLOT_DWORDS] -
uint result = 0 -
result += countbits(dwords[dwordIndex]) -
return result
InputData
-
정의:
<URP>/ShaderLibrary/Input.hlsl:43 -
필드 수: 23
-
float3 positionWS -
float4 positionCS -
float3 normalWS -
half3 viewDirectionWS -
float4 shadowCoord -
half fogCoord -
half3 vertexLighting -
half3 bakedGI -
float2 normalizedScreenSpaceUV -
half4 shadowMask -
half3x3 tangentToWorld -
half2 dynamicLightmapUV -
half2 staticLightmapUV -
float3 vertexSH -
half3 brdfDiffuse -
half3 brdfSpecular -
float2 uv -
uint mipCount -
float4 texelSize -
float4 mipInfo -
float4 streamInfo -
float3 originalColor -
float4 probeOcclusion
InputData2D
-
정의:
<URP>/Shaders/2D/Include/InputData2D.hlsl:5 -
필드 수: 8
-
float2 uv -
half2 lightingUV -
float3 positionWS -
float4 positionCS -
float4 texelSize -
float4 mipInfo -
float4 streamInfo -
uint mipCount
Light
-
정의:
<URP>/ShaderLibrary/RealtimeLights.hlsl:12 -
필드 수: 5
-
half3 direction -
half3 color -
float distanceAttenuation -
half shadowAttenuation -
uint layerMask
LightData
-
정의:
<URP>/ShaderLibrary/ShaderTypes.cs.hlsl:9 -
필드 수: 6
-
float4 position -
float4 color -
float4 attenuation -
float4 spotDirection -
float4 occlusionProbeChannels -
uint layerMask
LightingData
-
정의:
<URP>/ShaderLibrary/Lighting.hlsl:151 -
필드 수: 5
-
half3 giColor -
half3 mainLightColor -
half3 additionalLightsColor -
half3 vertexLightingColor -
half3 emissionColor
LineArea
-
정의:
<CORE>/ShaderLibrary/Coverage.hlsl:283 -
필드 수: 32
-
int offsets[2] -
uint masks[2] -
bool isValid -
bool flipX -
bool flipAxis -
bool isRightHand -
AnalyticalLine debugLine -
int j = i & 0x3 -
int m = i >> 2 -
int yval = offsets[m] + (int)countbits(((1u << j) - 1) & masks[m]) -
float2 v = float2(i + 0.5, yval + 0.5) * 1.0/8.0 -
v.x = 1.0 - v.x -
float2 tmp = v -
v.xy = tmp.yx -
return v -
LineArea data -
data.debugLine.Build(v0, v1) -
AnalyticalLine l -
l.BuildFlipped(v0, v1, data.flipX, data.flipAxis, data.isRightHand, data.isValid) -
const float4 xs0 = float4(0.5,1.5,2.5,3.5)/8.0 -
const float4 xs1 = float4(4.5,5.5,6.5,7.5)/8.0 -
float4 ys0 = l.Eval4(xs0) -
float4 ys1 = l.Eval4(xs1) -
int4 ysi0 = (int4)floor(ys0 * 8.0 - 0.5) -
int4 ysi1 = (int4)floor(ys1 * 8.0 - 0.5) -
uint4 dysmask0 = uint4(ysi0.yzw, ysi1.x) - ysi0.xyzw -
uint4 dysmask1 = uint4(ysi1.yzw, 0) - uint4(ysi1.xyz, 0) -
data.offsets[0] = ysi0.x -
data.masks[0] = dysmask0.x | (dysmask0.y << 1) | (dysmask0.z << 2) | (dysmask0.w << 3) -
data.offsets[1] = countbits(data.masks[0]) + data.offsets[0] -
data.masks[1] = dysmask1.x | (dysmask1.y << 1) | (dysmask1.z << 2) | (dysmask1.w << 3) -
return data
ParamsLogC
-
정의:
<CORE>/ShaderLibrary/Color.hlsl:343 -
필드 수: 2
-
real cut -
real a, b, c, d, e, f
ParticleParams
-
정의:
<URP>/ShaderLibrary/Particles.hlsl:13 -
필드 수: 6
-
float4 positionWS -
float4 vertexColor -
float4 projectedPosition -
half4 baseColor -
float3 blendUv -
float2 uv
PerLight2D
-
정의:
<URP>/Shaders/2D/Include/LightingUtility.hlsl:146 -
필드 수: 11
-
float4x4 InvMatrix -
float4 Color -
float4 Position -
float FalloffIntensity -
float FalloffDistance -
float OuterAngle -
float InnerAngle -
float InnerRadiusMult -
float VolumeOpacity -
float ShadowIntensity -
int LightType
PositionInputs
-
정의:
<CORE>/ShaderLibrary/Common.hlsl:1408 -
필드 수: 6
-
float3 positionWS -
float2 positionNDC -
uint2 positionSS -
uint2 tileCoord -
float deviceDepth -
float linearDepth
PrefilterOutput
-
정의:
<URP>/Shaders/PostProcessing/GaussianDepthOfField.shader:75 -
필드 수: 2
-
half coc : SV_Target0 -
half4 color : SV_Target1
PunctualLightData
-
정의:
<URP>/Shaders/Utils/StencilDeferred.hlsl:101 -
필드 수: 8
-
float3 posWS -
float radius2 -
float4 color -
float4 attenuation -
float3 spotDirection -
int flags -
float4 occlusionProbeInfo -
uint layerMask
RefractionModelResult
-
정의:
<CORE>/ShaderLibrary/Refraction.hlsl:8 -
필드 수: 3
-
real dist -
float3 positionWS -
real3 rayWS
sampler1D_f
- 정의:
<CORE>/ShaderLibrary/Common.hlsl:1072 - 필드 수: 0
sampler1D_h
- 정의:
<CORE>/ShaderLibrary/Common.hlsl:1110 - 필드 수: 0
sampler3D_f
- 정의:
<CORE>/ShaderLibrary/Common.hlsl:1074 - 필드 수: 0
sampler3D_h
- 정의:
<CORE>/ShaderLibrary/Common.hlsl:1112 - 필드 수: 0
SegmentedSplineParams_c9
-
정의:
<CORE>/ShaderLibrary/ACES.hlsl:526 -
필드 수: 7
-
float coefsLow[10] -
float coefsHigh[10] -
half2 minPoint -
half2 midPoint -
half2 maxPoint -
float slopeLow -
float slopeHigh
ShadowSamplingData
-
정의:
<URP>/ShaderLibrary/Shadows.hlsl:143 -
필드 수: 4
-
half4 shadowOffset0 -
half4 shadowOffset1 -
float4 shadowmapSize -
half softShadowQuality
SixWaySurfaceData
-
정의:
<URP>/ShaderLibrary/SixWayLighting.hlsl:12 -
필드 수: 10
-
half3 rightTopBack -
half3 leftBottomFront -
half3 emission -
half4 diffuseGIData0 -
half4 diffuseGIData1 -
half4 diffuseGIData2 -
half3 baseColor -
half alpha -
half occlusion -
half absorptionRange
SpeedTreeDepthNormalFragmentInput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:82 -
필드 수: 2
-
SpeedTreeVertexDepthNormalOutput interpolated -
FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC
SpeedTreeFragmentInput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:90 -
필드 수: 2
-
SpeedTreeVertexOutput interpolated -
FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC
SpeedTreeVertexDepthNormalOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:69 -
필드 수: 8
-
half3 uvHueVariation : TEXCOORD0 -
float4 clipPos : SV_POSITION -
half3 detail : TEXCOORD1 -
half4 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 bitangentWS : TEXCOORD4 -
half3 normalWS : TEXCOORD2 -
half3 viewDirWS : TEXCOORD3
SpeedTreeVertexDepthNormalOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:63 -
필드 수: 8
-
half2 uv : TEXCOORD0 -
half4 color : TEXCOORD1 -
half4 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 bitangentWS : TEXCOORD4 -
half3 normalWS : TEXCOORD2 -
half3 viewDirWS : TEXCOORD3 -
float4 clipPos : SV_POSITION
SpeedTreeVertexDepthOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:60 -
필드 수: 3
-
half3 uvHueVariation : TEXCOORD0 -
half3 viewDirWS : TEXCOORD1 -
float4 clipPos : SV_POSITION
SpeedTreeVertexDepthOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:53 -
필드 수: 4
-
half2 uv : TEXCOORD0 -
half4 color : TEXCOORD1 -
half3 viewDirWS : TEXCOORD2 -
float4 clipPos : SV_POSITION
SpeedTreeVertexInput
-
정의:
<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:12 -
필드 수: 8
-
float4 vertex : POSITION -
float3 normal : NORMAL -
float4 tangent : TANGENT -
float4 texcoord : TEXCOORD0 -
float4 texcoord1 : TEXCOORD1 -
float4 texcoord2 : TEXCOORD2 -
float2 texcoord3 : TEXCOORD3 -
half4 color : COLOR
SpeedTreeVertexInput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:12 -
필드 수: 8
-
float4 vertex : POSITION -
float3 normal : NORMAL -
float4 tangent : TANGENT -
float4 texcoord : TEXCOORD0 -
float4 texcoord1 : TEXCOORD1 -
float4 texcoord2 : TEXCOORD2 -
float4 texcoord3 : TEXCOORD3 -
float4 color : COLOR
SpeedTreeVertexOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:26 -
필드 수: 13
-
half4 color : COLOR -
half3 uvHueVariation : TEXCOORD0 -
half3 detail : TEXCOORD1 -
half4 fogFactorAndVertexLight : TEXCOORD2 -
half4 normalWS : TEXCOORD3 -
half4 tangentWS : TEXCOORD4 -
half4 bitangentWS : TEXCOORD5 -
half3 normalWS : TEXCOORD3 -
half3 viewDirWS : TEXCOORD4 -
float4 shadowCoord : TEXCOORD6 -
float3 positionWS : TEXCOORD7 -
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8) -
float4 clipPos : SV_POSITION
SpeedTreeVertexOutput
-
정의:
<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:26 -
필드 수: 12
-
half2 uv : TEXCOORD0 -
half4 color : TEXCOORD1 -
half4 fogFactorAndVertexLight : TEXCOORD2 -
half4 normalWS : TEXCOORD3 -
half4 tangentWS : TEXCOORD4 -
half4 bitangentWS : TEXCOORD5 -
half3 normalWS : TEXCOORD3 -
half3 viewDirWS : TEXCOORD4 -
float4 shadowCoord : TEXCOORD6 -
float3 positionWS : TEXCOORD7 -
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8) -
float4 clipPos : SV_POSITION
StackInfo
- 정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:21 - 필드 수: 0
StackInfo
-
정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:124 -
필드 수: 3
-
GraniteLookupData lookupData -
GraniteLODLookupData lookupDataLod -
float4 resolveOutput
StackInfo
-
정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:345 -
필드 수: 1
-
VtInputParameters vt
SurfaceData
-
정의:
<URP>/ShaderLibrary/SurfaceData.hlsl:5 -
필드 수: 10
-
half3 albedo -
half3 specular -
half metallic -
half smoothness -
half3 normalTS -
half3 emission -
half occlusion -
half alpha -
half clearCoatMask -
half clearCoatSmoothness
SurfaceData2D
-
정의:
<URP>/Shaders/2D/Include/SurfaceData2D.hlsl:5 -
필드 수: 5
-
half3 albedo -
half alpha -
half4 mask -
half3 normalTS -
half3 normalWS
UnityMetaInput
-
정의:
<CORE>/ShaderLibrary/MetaPass.hlsl:21 -
필드 수: 4
-
half3 Albedo -
half3 Emission -
float2 VizUV -
float4 LightCoord
UnitySamplerState
-
정의:
<CORE>/ShaderLibrary/Texture.hlsl:6 -
필드 수: 1
-
SAMPLER(samplerstate)
UnityTexture2D
-
정의:
<CORE>/ShaderLibrary/Texture.hlsl:20 -
필드 수: 4
-
TEXTURE2D(tex) -
SAMPLER(samplerstate) -
float4 texelSize -
float4 scaleTranslate
UnityTexture2DArray
-
정의:
<CORE>/ShaderLibrary/Texture.hlsl:89 -
필드 수: 2
-
TEXTURE2D_ARRAY(tex) -
SAMPLER(samplerstate)
UnityTexture3D
-
정의:
<CORE>/ShaderLibrary/Texture.hlsl:153 -
필드 수: 2
-
TEXTURE3D(tex) -
SAMPLER(samplerstate)
UnityTextureCube
-
정의:
<CORE>/ShaderLibrary/Texture.hlsl:119 -
필드 수: 2
-
TEXTURECUBE(tex) -
SAMPLER(samplerstate)
UVMapping
-
정의:
<CORE>/ShaderLibrary/Sampling/SampleUVMapping.hlsl:13 -
필드 수: 9
-
int mappingType -
float2 uv -
float2 uvZY -
float2 uvXZ -
float2 uvXY -
float3 normalWS -
float3 triplanarWeights -
float3 tangentWS -
float3 bitangentWS
v2f
-
정의:
<URP>/Shaders/Utils/FallbackError.shader:43 -
필드 수: 1
-
float4 vertex : SV_POSITION
v2f
-
정의:
<URP>/Shaders/Utils/FallbackLoading.shader:44 -
필드 수: 1
-
float4 vertex : SV_POSITION
v2f
-
정의:
<URP>/Shaders/Utils/MaterialError.shader:39 -
필드 수: 1
-
float4 vertex : SV_POSITION
v2g
-
정의:
<URP>/Shaders/SpatialMappingWireframe.shader:40 -
필드 수: 2
-
float4 projectionSpaceVertex : SV_POSITION -
float4 worldSpacePosition : TEXCOORD1
Varyings
-
정의:
<URP>/ShaderLibrary/ObjectMotionVectors.hlsl:44 -
필드 수: 4
-
float4 positionCS : SV_POSITION -
float4 positionCSNoJitter : POSITION_CS_NO_JITTER -
float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER -
float2 uv : TEXCOORD0
Varyings
-
정의:
<URP>/ShaderLibrary/UniversalMetaPass.hlsl:16 -
필드 수: 4
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD0 -
float2 VizUV : TEXCOORD1 -
float4 LightCoord : TEXCOORD2
Varyings
-
정의:
<URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl:15 -
필드 수: 2
-
float4 vertex : SV_POSITION -
float2 shadow : TEXCOORD0
Varyings
-
정의:
<URP>/Shaders/2D/Include/SpriteMaskShared.hlsl:18 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
half2 uv : TEXCOORD0
Varyings
-
정의:
<URP>/Shaders/2D/Light2D.shader:41 -
필드 수: 4
-
float4 positionCS : SV_POSITION -
half4 color : COLOR -
half2 uv : TEXCOORD0 -
half2 lookupUV : TEXCOORD1
Varyings
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:47 - 필드 수: 0
Varyings
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:86 - 필드 수: 0
Varyings
- 정의:
<URP>/Shaders/2D/Mesh2D-Lit-Default.shader:125 - 필드 수: 0
Varyings
- 정의:
<URP>/Shaders/2D/Mesh2D-Unlit-Default.shader:47 - 필드 수: 0
Varyings
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:48 -
필드 수: 1
-
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:97 -
필드 수: 6
-
float4 positionCS : SV_POSITION -
half4 color : COLOR -
float2 uv : TEXCOORD0 -
half3 normalWS : TEXCOORD1 -
half3 tangentWS : TEXCOORD2 -
half3 bitangentWS : TEXCOORD3
Varyings
-
정의:
<URP>/Shaders/2D/RenderAs2D-Flattening.shader:158 -
필드 수: 1
-
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader:35 -
필드 수: 1
-
float4 vertex : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader:39 -
필드 수: 3
-
float4 vertex : SV_POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:40 -
필드 수: 2
-
float2 uv : TEXCOORD0 -
float4 vertex : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:93 -
필드 수: 1
-
float4 vertex : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:45 -
필드 수: 3
-
float4 vertex : SV_POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:110 -
필드 수: 3
-
float4 vertex : SV_POSITION -
float2 uv : TEXCOORD0 -
float4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:49 -
필드 수: 1
-
half4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:102 -
필드 수: 1
-
half4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Sprite-Lit-Default.shader:151 -
필드 수: 1
-
half4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/2D/Sprite-Unlit-Default.shader:39 -
필드 수: 1
-
half4 color : COLOR
Varyings
-
정의:
<URP>/Shaders/BakedLitDepthNormalsPass.hlsl:19 -
필드 수: 4
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD0 -
half3 normalWS : TEXCOORD1 -
half4 tangentWS : TEXCOORD3
Varyings
-
정의:
<URP>/Shaders/BakedLitForwardPass.hlsl:18 -
필드 수: 8
-
float4 positionCS : SV_POSITION -
float3 uv0AndFogCoord : TEXCOORD0 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1) -
half3 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
float3 positionWS : TEXCOORD4 -
float3 viewDirWS : TEXCOORD5 -
float4 probeOcclusion : TEXCOORD6
Varyings
-
정의:
<URP>/Shaders/BRGPicking.shader:51 -
필드 수: 1
-
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/BRGPicking.shader:113 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD0
Varyings
-
정의:
<URP>/Shaders/CameraMotionVectors.shader:32 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float2 texcoord : TEXCOORD0
Varyings
-
정의:
<URP>/Shaders/Debug/DebugReplacement.shader:49 -
필드 수: 12
-
float4 positionCS : SV_POSITION -
float4 texcoord0 : TEXCOORD0 -
float4 texcoord1 : TEXCOORD1 -
float4 texcoord2 : TEXCOORD2 -
float4 texcoord3 : TEXCOORD3 -
float4 texcoord4 : TEXCOORD4 -
float4 texcoord5 : TEXCOORD5 -
float4 texcoord6 : TEXCOORD6 -
float4 texcoord7 : TEXCOORD7 -
float4 color : COLOR -
float4 normal : NORMAL -
float4 tangent : TANGENT
Varyings
-
정의:
<URP>/Shaders/DepthNormalsPass.hlsl:19 -
필드 수: 3
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD1 -
float3 normalWS : TEXCOORD2
Varyings
-
정의:
<URP>/Shaders/DepthOnlyPass.hlsl:16 -
필드 수: 2
-
float2 uv : TEXCOORD0 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/LitDepthNormalsPass.hlsl:34 -
필드 수: 6
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD1 -
half3 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD4 -
half3 viewDirWS : TEXCOORD5 -
half3 viewDirTS : TEXCOORD8
Varyings
-
정의:
<URP>/Shaders/LitForwardPass.hlsl:31 -
필드 수: 12
-
float2 uv : TEXCOORD0 -
float3 positionWS : TEXCOORD1 -
float3 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 fogFactorAndVertexLight : TEXCOORD5 -
half fogFactor : TEXCOORD5 -
float4 shadowCoord : TEXCOORD6 -
half3 viewDirTS : TEXCOORD7 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 8) -
float2 dynamicLightmapUV : TEXCOORD9 -
float4 probeOcclusion : TEXCOORD10 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/LitGBufferPass.hlsl:35 -
필드 수: 11
-
float2 uv : TEXCOORD0 -
float3 positionWS : TEXCOORD1 -
half3 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half3 vertexLighting : TEXCOORD4 -
float4 shadowCoord : TEXCOORD5 -
half3 viewDirTS : TEXCOORD6 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7) -
float2 dynamicLightmapUV : TEXCOORD8 -
float4 probeOcclusion : TEXCOORD9 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/ShadowCasterPass.hlsl:24 -
필드 수: 2
-
float2 uv : TEXCOORD0 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:22 -
필드 수: 7
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD1 -
half4 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 bitangentWS : TEXCOORD4 -
half3 normalWS : TEXCOORD2 -
half3 viewDir : TEXCOORD3
Varyings
-
정의:
<URP>/Shaders/SimpleLitForwardPass.hlsl:20 -
필드 수: 13
-
float2 uv : TEXCOORD0 -
float3 positionWS : TEXCOORD1 -
half4 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 bitangentWS : TEXCOORD4 -
half3 normalWS : TEXCOORD2 -
half4 fogFactorAndVertexLight : TEXCOORD5 -
half fogFactor : TEXCOORD5 -
float4 shadowCoord : TEXCOORD6 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7) -
float2 dynamicLightmapUV : TEXCOORD8 -
float4 probeOcclusion : TEXCOORD9 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/SimpleLitGBufferPass.hlsl:23 -
필드 수: 12
-
float2 uv : TEXCOORD0 -
float3 posWS : TEXCOORD1 -
half4 normal : TEXCOORD2 -
half4 tangent : TEXCOORD3 -
half4 bitangent : TEXCOORD4 -
half3 normal : TEXCOORD2 -
half3 vertexLighting : TEXCOORD5 -
float4 shadowCoord : TEXCOORD6 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 7) -
float2 dynamicLightmapUV : TEXCOORD8 -
float4 probeOcclusion : TEXCOORD9 -
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/SpatialMappingOcclusion.shader:33 -
필드 수: 1
-
float4 vertex : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/Terrain/TerrainDetailLit.shader:102 -
필드 수: 8
-
float2 UV01 : TEXCOORD0 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1) -
half4 Color : TEXCOORD2 -
half4 LightingFog : TEXCOORD3 -
float4 ShadowCoords : TEXCOORD4 -
half3 NormalWS : TEXCOORD5 -
float3 PositionWS : TEXCOORD6 -
float4 PositionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:17 -
필드 수: 9
-
float2 UV01 : TEXCOORD0 -
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1) -
half4 Color : TEXCOORD2 -
half4 LightingFog : TEXCOORD3 -
float4 ShadowCoords : TEXCOORD4 -
half4 NormalWS : TEXCOORD5 -
float3 PositionWS : TEXCOORD6 -
float4 probeOcclusion : TEXCOORD7 -
float4 PositionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:17 -
필드 수: 15
-
float4 uvMainAndLM : TEXCOORD0 -
float4 uvSplat01 : TEXCOORD1 -
float4 uvSplat23 : TEXCOORD2 -
half4 normal : TEXCOORD3 -
half4 tangent : TEXCOORD4 -
half4 bitangent : TEXCOORD5 -
half3 normal : TEXCOORD3 -
half3 vertexSH : TEXCOORD4 -
half4 fogFactorAndVertexLight : TEXCOORD6 -
half fogFactor : TEXCOORD6 -
float3 positionWS : TEXCOORD7 -
float4 shadowCoord : TEXCOORD8 -
float2 dynamicLightmapUV : TEXCOORD9 -
float4 probeOcclusion : TEXCOORD10 -
float4 clipPos : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/UnlitDepthNormalsPass.hlsl:18 -
필드 수: 3
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD0 -
float3 normalWS : TEXCOORD1
Varyings
-
정의:
<URP>/Shaders/UnlitForwardPass.hlsl:24 -
필드 수: 6
-
float2 uv : TEXCOORD0 -
float fogCoord : TEXCOORD1 -
float4 positionCS : SV_POSITION -
float3 positionWS : TEXCOORD2 -
float3 normalWS : TEXCOORD3 -
float3 viewDirWS : TEXCOORD4
Varyings
-
정의:
<URP>/Shaders/UnlitGBufferPass.hlsl:19 -
필드 수: 3
-
float4 positionCS : SV_POSITION -
float2 uv : TEXCOORD0 -
float3 normalWS : TEXCOORD1
Varyings
-
정의:
<URP>/Shaders/Utils/ClusterDeferred.hlsl:18 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float3 screenUV : TEXCOORD1
Varyings
-
정의:
<URP>/Shaders/Utils/FogDeferred.hlsl:15 -
필드 수: 1
-
float4 positionCS : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/Utils/StencilDeferred.hlsl:17 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float3 screenUV : TEXCOORD1
Varyings
-
정의:
<URP>/Shaders/Utils/Universal2D.hlsl:11 -
필드 수: 2
-
float2 uv : TEXCOORD0 -
float4 vertex : SV_POSITION
Varyings
-
정의:
<URP>/Shaders/XR/XRMirrorView.hlsl:26 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float2 texcoord : TEXCOORD0
Varyings
-
정의:
<URP>/Shaders/XR/XRMotionVector.shader:49 -
필드 수: 3
-
float4 position : SV_POSITION -
float4 posCS : TEXCOORD0 -
float4 prevPosCS : TEXCOORD1
Varyings
-
정의:
<URP>/Shaders/XR/XROcclusionMesh.shader:22 -
필드 수: 2
-
float4 vertex : SV_POSITION -
uint rtArrayIndex : SV_RenderTargetArrayIndex
VaryingsBlend
-
정의:
<URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl:74 -
필드 수: 4
-
float4 positionCS : SV_POSITION -
float2 texcoord : TEXCOORD0 -
float2 pixcoord : TEXCOORD1 -
float4 offsets[3] : TEXCOORD2
VaryingsCMB
-
정의:
<URP>/Shaders/PostProcessing/CameraMotionBlur.shader:29 -
필드 수: 2
-
float4 positionCS : SV_POSITION -
float4 texcoord : TEXCOORD0
VaryingsDepthNormal
-
정의:
<URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl:15 -
필드 수: 8
-
float4 uvMainAndLM : TEXCOORD0 -
float4 uvSplat01 : TEXCOORD1 -
float4 uvSplat23 : TEXCOORD2 -
half4 normal : TEXCOORD3 -
half4 tangent : TEXCOORD4 -
half4 bitangent : TEXCOORD5 -
half3 normal : TEXCOORD3 -
float4 clipPos : SV_POSITION
VaryingsDepthNormalsParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:124 -
필드 수: 9
-
float4 clipPos : SV_POSITION -
half4 color : COLOR -
float2 texcoord : TEXCOORD0 -
float3 texcoord2AndBlend : TEXCOORD5 -
float4 normalWS : TEXCOORD2 -
float4 tangentWS : TEXCOORD3 -
float4 bitangentWS : TEXCOORD4 -
float3 normalWS : TEXCOORD2 -
float3 viewDirWS : TEXCOORD3
VaryingsDepthOnlyParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:83 -
필드 수: 4
-
float4 clipPos : SV_POSITION -
float2 texcoord : TEXCOORD0 -
half4 color : COLOR -
float3 texcoord2AndBlend : TEXCOORD5
VaryingsEdge
-
정의:
<URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl:41 -
필드 수: 3
-
float4 positionCS : SV_POSITION -
float2 texcoord : TEXCOORD0 -
float4 offsets[3] : TEXCOORD1
VaryingsLean
-
정의:
<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:520 -
필드 수: 2
-
float4 clipPos : SV_POSITION -
float2 texcoord : TEXCOORD0
VaryingsNeighbor
-
정의:
<URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl:108 -
필드 수: 3
-
float4 positionCS : SV_POSITION -
float2 texcoord : TEXCOORD0 -
float4 offset : TEXCOORD1
VaryingsParticle
-
정의:
<URP>/Shaders/Particles/ParticlesInput.hlsl:25 -
필드 수: 14
-
float4 clipPos : SV_POSITION -
float2 texcoord : TEXCOORD0 -
half4 color : COLOR -
float3 texcoord2AndBlend : TEXCOORD5 -
float4 positionWS : TEXCOORD1 -
half4 normalWS : TEXCOORD2 -
half4 tangentWS : TEXCOORD3 -
half4 bitangentWS : TEXCOORD4 -
half3 normalWS : TEXCOORD2 -
half3 viewDirWS : TEXCOORD3 -
float4 projectedPosition: TEXCOORD6 -
float4 shadowCoord : TEXCOORD7 -
half3 vertexSH : TEXCOORD8 -
float4 probeOcclusion : TEXCOORD9
VertexNormalInputs
-
정의:
<URP>/ShaderLibrary/Core.hlsl:267 -
필드 수: 3
-
real3 tangentWS -
real3 bitangentWS -
float3 normalWS
VertexPositionInputs
-
정의:
<URP>/ShaderLibrary/Core.hlsl:259 -
필드 수: 4
-
float3 positionWS -
float3 positionVS -
float4 positionCS -
float4 positionNDC
VtInputParameters
-
정의:
<CORE>/ShaderLibrary/VirtualTexturing.hlsl:20 -
필드 수: 10
-
float2 uv -
float lodOrOffset -
float2 dx -
float2 dy -
int addressMode -
int filterMode -
int levelMode -
int uvMode -
int sampleQuality -
int enableGlobalMipBias
VTProperty
-
정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:131 -
필드 수: 5
-
GraniteConstantBuffers grCB -
GraniteTranslationTexture translationTable -
GraniteCacheTexture cacheLayer[4] -
int layerCount -
int layerIndex[4]
VTProperty
-
정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:350 -
필드 수: 9
-
int layerCount -
TEXTURE2D(Layer0) -
TEXTURE2D(Layer1) -
TEXTURE2D(Layer2) -
TEXTURE2D(Layer3) -
SAMPLER(samplerLayer0) -
SAMPLER(samplerLayer1) -
SAMPLER(samplerLayer2) -
SAMPLER(samplerLayer3)
VTPropertyWithTextureType
- 정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:23 - 필드 수: 0
VTPropertyWithTextureType
-
정의:
<CORE>/ShaderLibrary/TextureStack.hlsl:432 -
필드 수: 2
-
VTProperty vtProperty -
int layerTextureType[4]
Wave
-
정의:
<CORE>/ShaderLibrary/Threading.hlsl:49 -
필드 수: 17
-
uint indexG -
uint indexW -
uint indexL -
uint offset -
uint GetIndex() -
void Init(uint groupIndex) -
uint GetLaneCount() -
uint GetLaneIndex() -
bool IsFirstLane() -
bool AllTrue(bool v) -
bool AnyTrue(bool v) -
uint4 Ballot(bool v) -
uint CountBits(bool v) -
uint PrefixCountBits(bool v) -
uint And(uint v) -
uint Or(uint v) -
uint Xor(uint v)
NOTE: 자동 생성 파일입니다. 최종 판단은 로컬 URP/Core 소스를 기준으로 하세요.