#ifndef URP_INPUT_SPRITE_INCLUDED #define URP_INPUT_SPRITE_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half4 _Color; half _Cutoff; half _ShadowAlphaCutoff; half _Metallic; half _Glossiness; half _GlossMapScale; half _BumpScale; float _BlendAmount; float _Hue; float _Saturation; float _Brightness; half4 _OverlayColor; half4 _EmissionColor; float _EmissionPower; float4 _FixedNormal; float _RimPower; half4 _RimColor; CBUFFER_END #endif // URP_INPUT_SPRITE_INCLUDED