#ifndef CUSTOM_COMMON_INCLUDED #define CUSTOM_COMMON_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "UnityInput.hlsl" #define UNITY_MATRIX_M unity_ObjectToWorld #define UNITY_MATRIX_I_M unity_WorldToObject #define UNITY_MATRIX_V unity_MatrixV #define UNITY_MATRIX_VP unity_MatrixVP #define UNITY_MATRIX_P glstate_matrix_projection #if defined(_SHADOW_MASK_ALWAYS) || defined(_SHADOW_MASK_DISTANCE) #define SHADOWS_SHADOWMASK #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" float Square (float x) { return x * x; } float DistanceSquared(float3 pA, float3 pB) { return dot(pA - pB, pA - pB); } #endif