#ifndef UNIVERSAL_INPUT_INCLUDED
#define UNIVERSAL_INPUT_INCLUDED

#define MAX_VISIBLE_LIGHTS_UBO  32
#define MAX_VISIBLE_LIGHTS_SSBO 256

// Keep in sync with RenderingUtils.useStructuredBuffer
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.hlsl"

// Must match: UniversalRenderPipeline.maxVisibleAdditionalLights
#if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES30))
    #define MAX_VISIBLE_LIGHTS 16
#elif defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround because SHADER_API_GLCORE is also defined when SHADER_API_SWITCH is
    #define MAX_VISIBLE_LIGHTS 32
#else
    #define MAX_VISIBLE_LIGHTS 256
#endif

// Match with values in UniversalRenderPipeline.cs
#define MAX_ZBIN_VEC4S 1024
#if MAX_VISIBLE_LIGHTS <= 16
    #define MAX_LIGHTS_PER_TILE 32
    #define MAX_TILE_VEC4S 1024
    #define MAX_REFLECTION_PROBES 16
#elif MAX_VISIBLE_LIGHTS <= 32
    #define MAX_LIGHTS_PER_TILE 32
    #define MAX_TILE_VEC4S 1024
    #define MAX_REFLECTION_PROBES 32
#else
    #define MAX_LIGHTS_PER_TILE MAX_VISIBLE_LIGHTS
    #define MAX_TILE_VEC4S 4096
    #define MAX_REFLECTION_PROBES 64
#endif

struct InputData
{
    float3  positionWS;
    float4  positionCS;
    float3  normalWS;
    half3   viewDirectionWS;
    float4  shadowCoord;
    half    fogCoord;
    half3   vertexLighting;
    half3   bakedGI;
    float2  normalizedScreenSpaceUV;
    half4   shadowMask;
    half3x3 tangentToWorld;

    #if defined(DEBUG_DISPLAY)
    half2   dynamicLightmapUV;
    half2   staticLightmapUV;
    float3  vertexSH;

    half3 brdfDiffuse;
    half3 brdfSpecular;
    float2 uv;
    uint mipCount;

    // texelSize :
    // x = 1 / width
    // y = 1 / height
    // z = width
    // w = height
    float4 texelSize;

    // mipInfo :
    // x = quality settings minStreamingMipLevel
    // y = original mip count for texture
    // z = desired on screen mip level
    // w = loaded mip level
    float4 mipInfo;
    #endif
};

///////////////////////////////////////////////////////////////////////////////
//                      Constant Buffers                                     //
///////////////////////////////////////////////////////////////////////////////

half4 _GlossyEnvironmentColor;
half4 _SubtractiveShadowColor;

half4 _GlossyEnvironmentCubeMap_HDR;
TEXTURECUBE(_GlossyEnvironmentCubeMap);
SAMPLER(sampler_GlossyEnvironmentCubeMap);

#define _InvCameraViewProj unity_MatrixInvVP
float4 _ScaledScreenParams;

// x = Mip Bias
// y = 2.0 ^ [Mip Bias]
float2 _GlobalMipBias;

// 1.0 if it's possible for AlphaToMask to be enabled for this draw and 0.0 otherwise
float _AlphaToMaskAvailable;

float4 _MainLightPosition;
// In Forward+, .a stores whether the main light is using subtractive mixed mode.
half4 _MainLightColor;
half4 _MainLightOcclusionProbes;
uint _MainLightLayerMask;

// xyz are currently unused
// w: directLightStrength
half4 _AmbientOcclusionParam;

half4 _AdditionalLightsCount;

uint _RenderingLayerMaxInt;
float _RenderingLayerRcpMaxInt;

// Screen coord override.
float4 _ScreenCoordScaleBias;
float4 _ScreenSizeOverride;

#if USE_FORWARD_PLUS
float4 _FPParams0;
float4 _FPParams1;
float4 _FPParams2;

#define URP_FP_ZBIN_SCALE (_FPParams0.x)
#define URP_FP_ZBIN_OFFSET (_FPParams0.y)
#define URP_FP_PROBES_BEGIN ((uint)_FPParams0.z)
// Directional lights would be in all clusters, so they don't go into the cluster structure.
// Instead, they are stored first in the light buffer.
#define URP_FP_DIRECTIONAL_LIGHTS_COUNT ((uint)_FPParams0.w)

// Scale from screen-space UV [0, 1] to tile coordinates [0, tile resolution].
#define URP_FP_TILE_SCALE ((float2)_FPParams1.xy)
#define URP_FP_TILE_COUNT_X ((uint)_FPParams1.z)
#define URP_FP_WORDS_PER_TILE ((uint)_FPParams1.w)

#define URP_FP_ZBIN_COUNT ((uint)_FPParams2.x)
#define URP_FP_TILE_COUNT ((uint)_FPParams2.y)

#endif

#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
StructuredBuffer<LightData> _AdditionalLightsBuffer;
StructuredBuffer<int> _AdditionalLightsIndices;
#else
// GLES3 causes a performance regression in some devices when using CBUFFER.
#ifndef SHADER_API_GLES3
CBUFFER_START(AdditionalLights)
#endif
float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
// In Forward+, .a stores whether the light is using subtractive mixed mode.
half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
float _AdditionalLightsLayerMasks[MAX_VISIBLE_LIGHTS]; // we want uint[] but Unity api does not support it.
#ifndef SHADER_API_GLES3
CBUFFER_END
#endif
#endif

#if USE_FORWARD_PLUS

CBUFFER_START(URP_ZBinBuffer)
        float4 URP_ZBins[MAX_ZBIN_VEC4S];
CBUFFER_END
CBUFFER_START(urp_TileBuffer)
        float4 urp_Tiles[MAX_TILE_VEC4S];
CBUFFER_END

TEXTURE2D(urp_ReflProbes_Atlas);
SAMPLER(samplerurp_ReflProbes_Atlas);
float urp_ReflProbes_Count;

#ifndef SHADER_API_GLES3
CBUFFER_START(urp_ReflectionProbeBuffer)
#endif
float4 urp_ReflProbes_BoxMax[MAX_REFLECTION_PROBES];          // w contains the blend distance
float4 urp_ReflProbes_BoxMin[MAX_REFLECTION_PROBES];          // w contains the importance
float4 urp_ReflProbes_ProbePosition[MAX_REFLECTION_PROBES];   // w is positive for box projection, |w| is max mip level
float4 urp_ReflProbes_MipScaleOffset[MAX_REFLECTION_PROBES * 7];
#ifndef SHADER_API_GLES3
CBUFFER_END
#endif

#endif

#define UNITY_MATRIX_M     unity_ObjectToWorld
#define UNITY_MATRIX_I_M   unity_WorldToObject
#define UNITY_MATRIX_V     unity_MatrixV
#define UNITY_MATRIX_I_V   unity_MatrixInvV
#define UNITY_MATRIX_P     OptimizeProjectionMatrix(glstate_matrix_projection)
#define UNITY_MATRIX_I_P   unity_MatrixInvP
#define UNITY_MATRIX_VP    unity_MatrixVP
#define UNITY_MATRIX_I_VP  unity_MatrixInvVP
#define UNITY_MATRIX_MV    mul(UNITY_MATRIX_V, UNITY_MATRIX_M)
#define UNITY_MATRIX_T_MV  transpose(UNITY_MATRIX_MV)
#define UNITY_MATRIX_IT_MV transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V))
#define UNITY_MATRIX_MVP   mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
#define UNITY_PREV_MATRIX_M   unity_MatrixPreviousM
#define UNITY_PREV_MATRIX_I_M unity_MatrixPreviousMI

// Note: #include order is important here.
// UnityInput.hlsl must be included before UnityInstancing.hlsl, so constant buffer
// declarations don't fail because of instancing macros.
// UniversalDOTSInstancing.hlsl must be included after UnityInstancing.hlsl
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"

// VFX may also redefine UNITY_MATRIX_M / UNITY_MATRIX_I_M as static per-particle global matrices.
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.visualeffectgraph/Shaders/VFXMatricesOverride.hlsl"
#endif

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"

#endif