book/generated/urp-17.3.0/symbols/structs.md

URP HLSL Structs Index

Unity urp-17.3.0 URP/Core HLSL 구조체 정의/필드 목록 모음.

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

Name Fields File Line
AmbientOcclusionFactor 2 <URP>/ShaderLibrary/AmbientOcclusion.hlsl 13
AnalyticalLine 21 <CORE>/ShaderLibrary/Coverage.hlsl 212
appdata_t 1 <URP>/Shaders/Utils/FallbackError.shader 37
appdata_t 1 <URP>/Shaders/Utils/FallbackLoading.shader 38
appdata_t 1 <URP>/Shaders/Utils/MaterialError.shader 34
Attributes 4 <URP>/ShaderLibrary/ObjectMotionVectors.hlsl 31
Attributes 5 <URP>/ShaderLibrary/UniversalMetaPass.hlsl 6
Attributes 2 <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 9
Attributes 2 <URP>/Shaders/2D/Include/SpriteMaskShared.hlsl 12
Attributes 3 <URP>/Shaders/2D/Light2D.shader 34
Attributes 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 42
Attributes 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 81
Attributes 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 120
Attributes 0 <URP>/Shaders/2D/Mesh2D-Unlit-Default.shader 42
Attributes 1 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 42
Attributes 5 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 87
Attributes 1 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 152
Attributes 1 <URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader 30
Attributes 3 <URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader 32
Attributes 2 <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 34
Attributes 1 <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 88
Attributes 3 <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 38
Attributes 3 <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 103
Attributes 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 42
Attributes 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 95
Attributes 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 144
Attributes 1 <URP>/Shaders/2D/Sprite-Unlit-Default.shader 32
Attributes 4 <URP>/Shaders/BakedLitDepthNormalsPass.hlsl 9
Attributes 5 <URP>/Shaders/BakedLitForwardPass.hlsl 7
Attributes 1 <URP>/Shaders/BRGPicking.shader 45
Attributes 2 <URP>/Shaders/BRGPicking.shader 106
Attributes 1 <URP>/Shaders/CameraMotionVectors.shader 26
Attributes 12 <URP>/Shaders/Debug/DebugReplacement.shader 32
Attributes 4 <URP>/Shaders/DepthNormalsPass.hlsl 10
Attributes 2 <URP>/Shaders/DepthOnlyPass.hlsl 9
Attributes 4 <URP>/Shaders/LitDepthNormalsPass.hlsl 25
Attributes 6 <URP>/Shaders/LitForwardPass.hlsl 20
Attributes 6 <URP>/Shaders/LitGBufferPass.hlsl 24
Attributes 3 <URP>/Shaders/ShadowCasterPass.hlsl 16
Attributes 4 <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl 13
Attributes 6 <URP>/Shaders/SimpleLitForwardPass.hlsl 9
Attributes 6 <URP>/Shaders/SimpleLitGBufferPass.hlsl 12
Attributes 1 <URP>/Shaders/SpatialMappingOcclusion.shader 27
Attributes 1 <URP>/Shaders/SpatialMappingWireframe.shader 34
Attributes 5 <URP>/Shaders/Terrain/TerrainDetailLit.shader 92
Attributes 5 <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 7
Attributes 3 <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 9
Attributes 4 <URP>/Shaders/UnlitDepthNormalsPass.hlsl 9
Attributes 4 <URP>/Shaders/UnlitForwardPass.hlsl 11
Attributes 3 <URP>/Shaders/UnlitGBufferPass.hlsl 10
Attributes 2 <URP>/Shaders/Utils/ClusterDeferred.hlsl 11
Attributes 2 <URP>/Shaders/Utils/FogDeferred.hlsl 8
Attributes 2 <URP>/Shaders/Utils/StencilDeferred.hlsl 10
Attributes 2 <URP>/Shaders/Utils/Universal2D.hlsl 4
Attributes 1 <URP>/Shaders/XR/XRMirrorView.hlsl 21
Attributes 1 <URP>/Shaders/XR/XRMotionVector.shader 43
Attributes 1 <URP>/Shaders/XR/XROcclusionMesh.shader 17
AttributesDepthNormal 3 <URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl 7
AttributesDepthNormalsParticle 7 <URP>/Shaders/Particles/ParticlesInput.hlsl 100
AttributesDepthOnlyParticle 5 <URP>/Shaders/Particles/ParticlesInput.hlsl 66
AttributesLean 3 <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 512
AttributesParticle 7 <URP>/Shaders/Particles/ParticlesInput.hlsl 6
AttributesXR 1 <URP>/Shaders/XR/XRVisibilityMeshHelper.hlsl 5
BRDFData 10 <URP>/ShaderLibrary/BRDF.hlsl 11
CBSDF 4 <CORE>/ShaderLibrary/BSDF.hlsl 20
ClusterIterator 4 <URP>/ShaderLibrary/Clustering.hlsl 16
DecalSurfaceData 7 <URP>/ShaderLibrary/DecalInput.hlsl 4
DefaultParticleInstanceData 3 <URP>/ShaderLibrary/ParticlesInstancing.hlsl 14
DOTSVisibleData 1 <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 206
FragmentOutput 7 <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 20
FragmentOutput 4 <URP>/Shaders/2D/Include/LightingUtility.hlsl 96
FxaaTex 0 <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 716
FxaaTex 0 <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 723
g2f 3 <URP>/Shaders/SpatialMappingWireframe.shader 61
GBufferData 9 <URP>/ShaderLibrary/GBufferCommon.hlsl 86
GBufferFragOutput 7 <URP>/ShaderLibrary/GBufferOutput.hlsl 14
GraniteCacheTexture 3 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 141
GraniteConstantBuffers 2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 197
GraniteCubeConstantBuffers 2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 206
GraniteLODLookupData 3 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 226
GraniteLookupData 4 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 217
GraniteStreamingTextureConstantBuffer 1 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 168
GraniteStreamingTextureCubeConstantBuffer 1 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 178
GraniteTilesetConstantBuffer 1 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 188
GraniteTranslationTexture 2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 136
GrassVertexDepthNormalInput 5 <URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl 4
GrassVertexDepthNormalOutput 5 <URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl 14
GrassVertexDepthOnlyInput 4 <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 239
GrassVertexDepthOnlyOutput 3 <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 248
GrassVertexInput 6 <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 8
GrassVertexOutput 10 <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 19
Group 20 <CORE>/ShaderLibrary/Threading.hlsl 113
GroupBallot 4 <CORE>/ShaderLibrary/Threading.hlsl 95
InputData 23 <URP>/ShaderLibrary/Input.hlsl 43
InputData2D 8 <URP>/Shaders/2D/Include/InputData2D.hlsl 5
Light 5 <URP>/ShaderLibrary/RealtimeLights.hlsl 12
LightData 6 <URP>/ShaderLibrary/ShaderTypes.cs.hlsl 9
LightingData 5 <URP>/ShaderLibrary/Lighting.hlsl 151
LineArea 32 <CORE>/ShaderLibrary/Coverage.hlsl 283
ParamsLogC 2 <CORE>/ShaderLibrary/Color.hlsl 343
ParticleParams 6 <URP>/ShaderLibrary/Particles.hlsl 13
PerLight2D 11 <URP>/Shaders/2D/Include/LightingUtility.hlsl 146
PositionInputs 6 <CORE>/ShaderLibrary/Common.hlsl 1408
PrefilterOutput 2 <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 75
PunctualLightData 8 <URP>/Shaders/Utils/StencilDeferred.hlsl 101
RefractionModelResult 3 <CORE>/ShaderLibrary/Refraction.hlsl 8
sampler1D_f 0 <CORE>/ShaderLibrary/Common.hlsl 1072
sampler1D_h 0 <CORE>/ShaderLibrary/Common.hlsl 1110
sampler3D_f 0 <CORE>/ShaderLibrary/Common.hlsl 1074
sampler3D_h 0 <CORE>/ShaderLibrary/Common.hlsl 1112
SegmentedSplineParams_c9 7 <CORE>/ShaderLibrary/ACES.hlsl 526
ShadowSamplingData 4 <URP>/ShaderLibrary/Shadows.hlsl 143
SixWaySurfaceData 10 <URP>/ShaderLibrary/SixWayLighting.hlsl 12
SpeedTreeDepthNormalFragmentInput 2 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 82
SpeedTreeFragmentInput 2 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 90
SpeedTreeVertexDepthNormalOutput 8 <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 69
SpeedTreeVertexDepthNormalOutput 8 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 63
SpeedTreeVertexDepthOutput 3 <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 60
SpeedTreeVertexDepthOutput 4 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 53
SpeedTreeVertexInput 8 <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 12
SpeedTreeVertexInput 8 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 12
SpeedTreeVertexOutput 13 <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 26
SpeedTreeVertexOutput 12 <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 26
StackInfo 0 <CORE>/ShaderLibrary/TextureStack.hlsl 21
StackInfo 3 <CORE>/ShaderLibrary/TextureStack.hlsl 124
StackInfo 1 <CORE>/ShaderLibrary/TextureStack.hlsl 345
SurfaceData 10 <URP>/ShaderLibrary/SurfaceData.hlsl 5
SurfaceData2D 5 <URP>/Shaders/2D/Include/SurfaceData2D.hlsl 5
UnityMetaInput 4 <CORE>/ShaderLibrary/MetaPass.hlsl 21
UnitySamplerState 1 <CORE>/ShaderLibrary/Texture.hlsl 6
UnityTexture2D 4 <CORE>/ShaderLibrary/Texture.hlsl 20
UnityTexture2DArray 2 <CORE>/ShaderLibrary/Texture.hlsl 89
UnityTexture3D 2 <CORE>/ShaderLibrary/Texture.hlsl 153
UnityTextureCube 2 <CORE>/ShaderLibrary/Texture.hlsl 119
UVMapping 9 <CORE>/ShaderLibrary/Sampling/SampleUVMapping.hlsl 13
v2f 1 <URP>/Shaders/Utils/FallbackError.shader 43
v2f 1 <URP>/Shaders/Utils/FallbackLoading.shader 44
v2f 1 <URP>/Shaders/Utils/MaterialError.shader 39
v2g 2 <URP>/Shaders/SpatialMappingWireframe.shader 40
Varyings 4 <URP>/ShaderLibrary/ObjectMotionVectors.hlsl 44
Varyings 4 <URP>/ShaderLibrary/UniversalMetaPass.hlsl 16
Varyings 2 <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 15
Varyings 2 <URP>/Shaders/2D/Include/SpriteMaskShared.hlsl 18
Varyings 4 <URP>/Shaders/2D/Light2D.shader 41
Varyings 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 47
Varyings 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 86
Varyings 0 <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 125
Varyings 0 <URP>/Shaders/2D/Mesh2D-Unlit-Default.shader 47
Varyings 1 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 48
Varyings 6 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 97
Varyings 1 <URP>/Shaders/2D/RenderAs2D-Flattening.shader 158
Varyings 1 <URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader 35
Varyings 3 <URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader 39
Varyings 2 <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 40
Varyings 1 <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 93
Varyings 3 <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 45
Varyings 3 <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 110
Varyings 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 49
Varyings 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 102
Varyings 1 <URP>/Shaders/2D/Sprite-Lit-Default.shader 151
Varyings 1 <URP>/Shaders/2D/Sprite-Unlit-Default.shader 39
Varyings 4 <URP>/Shaders/BakedLitDepthNormalsPass.hlsl 19
Varyings 8 <URP>/Shaders/BakedLitForwardPass.hlsl 18
Varyings 1 <URP>/Shaders/BRGPicking.shader 51
Varyings 2 <URP>/Shaders/BRGPicking.shader 113
Varyings 2 <URP>/Shaders/CameraMotionVectors.shader 32
Varyings 12 <URP>/Shaders/Debug/DebugReplacement.shader 49
Varyings 3 <URP>/Shaders/DepthNormalsPass.hlsl 19
Varyings 2 <URP>/Shaders/DepthOnlyPass.hlsl 16
Varyings 6 <URP>/Shaders/LitDepthNormalsPass.hlsl 34
Varyings 12 <URP>/Shaders/LitForwardPass.hlsl 31
Varyings 11 <URP>/Shaders/LitGBufferPass.hlsl 35
Varyings 2 <URP>/Shaders/ShadowCasterPass.hlsl 24
Varyings 7 <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl 22
Varyings 13 <URP>/Shaders/SimpleLitForwardPass.hlsl 20
Varyings 12 <URP>/Shaders/SimpleLitGBufferPass.hlsl 23
Varyings 1 <URP>/Shaders/SpatialMappingOcclusion.shader 33
Varyings 8 <URP>/Shaders/Terrain/TerrainDetailLit.shader 102
Varyings 9 <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 17
Varyings 15 <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 17
Varyings 3 <URP>/Shaders/UnlitDepthNormalsPass.hlsl 18
Varyings 6 <URP>/Shaders/UnlitForwardPass.hlsl 24
Varyings 3 <URP>/Shaders/UnlitGBufferPass.hlsl 19
Varyings 2 <URP>/Shaders/Utils/ClusterDeferred.hlsl 18
Varyings 1 <URP>/Shaders/Utils/FogDeferred.hlsl 15
Varyings 2 <URP>/Shaders/Utils/StencilDeferred.hlsl 17
Varyings 2 <URP>/Shaders/Utils/Universal2D.hlsl 11
Varyings 2 <URP>/Shaders/XR/XRMirrorView.hlsl 26
Varyings 3 <URP>/Shaders/XR/XRMotionVector.shader 49
Varyings 2 <URP>/Shaders/XR/XROcclusionMesh.shader 22
VaryingsBlend 4 <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 74
VaryingsCMB 2 <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 29
VaryingsDepthNormal 8 <URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl 15
VaryingsDepthNormalsParticle 9 <URP>/Shaders/Particles/ParticlesInput.hlsl 124
VaryingsDepthOnlyParticle 4 <URP>/Shaders/Particles/ParticlesInput.hlsl 83
VaryingsEdge 3 <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 41
VaryingsLean 2 <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 520
VaryingsNeighbor 3 <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 108
VaryingsParticle 14 <URP>/Shaders/Particles/ParticlesInput.hlsl 25
VertexNormalInputs 3 <URP>/ShaderLibrary/Core.hlsl 267
VertexPositionInputs 4 <URP>/ShaderLibrary/Core.hlsl 259
VtInputParameters 10 <CORE>/ShaderLibrary/VirtualTexturing.hlsl 20
VTProperty 5 <CORE>/ShaderLibrary/TextureStack.hlsl 131
VTProperty 9 <CORE>/ShaderLibrary/TextureStack.hlsl 350
VTPropertyWithTextureType 0 <CORE>/ShaderLibrary/TextureStack.hlsl 23
VTPropertyWithTextureType 2 <CORE>/ShaderLibrary/TextureStack.hlsl 432
Wave 17 <CORE>/ShaderLibrary/Threading.hlsl 49

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.