#ifndef INPUT_LUXLWRP_BASE_INCLUDED
#define INPUT_LUXLWRP_BASE_INCLUDED

    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
//  defines a bunch of helper functions (like lerpwhiteto)
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"  
//  defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//  defines e.g. "DECLARE_LIGHTMAP_OR_SH"
    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

//  Material Inputs
    CBUFFER_START(UnityPerMaterial)

        half4   _BaseColor;
        float4  _BaseMap_ST;

        half    _Cutoff;
        half    _Smoothness;
        half4   _SpecColor;
        half    _Occlusion;
        half4   _WindMultiplier;
        float2  _DistanceFade;

        half    _BumpScale;

        //half  _DisplacementStrength;
        half    _DisplacementSampleSize;
        half    _DisplacementStrength;
        half    _DisplacementStrengthVertical;
        half    _NormalDisplacement;
    CBUFFER_END

//  Additional textures
    TEXTURE2D(_LuxLWRPWindRT); SAMPLER(sampler_LuxLWRPWindRT);

//  Global Inputs
    half4 _LuxLWRPWindDirSize;
    half4 _LuxLWRPWindStrengthMultipliers;
    float4 _LuxLWRPSinTime;

//  Displacement
    TEXTURE2D(_Lux_DisplacementRT); SAMPLER(sampler_Lux_DisplacementRT);
    float4 _Lux_DisplacementPosition;

//  Structs
    struct VertexInput
    {
        float3 positionOS                   : POSITION;
        float3 normalOS                     : NORMAL;
        float4 tangentOS                    : TANGENT;
        float2 texcoord                     : TEXCOORD0;
        float2 lightmapUV                   : TEXCOORD1;
        half4 color                         : COLOR;
        UNITY_VERTEX_INPUT_INSTANCE_ID
    };
    
    struct VertexOutput
    {
        float4 positionCS                   : SV_POSITION;
        float2 uv                           : TEXCOORD0;

        half2 fadeOcclusion                 : TEXCOORD9;

        #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS)
            half3 normalWS                  : TEXCOORD3;
        #endif

        #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS) && !defined(DEPTHNORMALONLYPASS)
            DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
            //#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
                float3 positionWS           : TEXCOORD2;
            //#endif
            #ifdef _NORMALMAP
                half4 tangentWS             : TEXCOORD4;
            #endif
            //float3 viewDirWS              : TEXCOORD5;
            half4 fogFactorAndVertexLight   : TEXCOORD5;
            #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
                float4 shadowCoord          : TEXCOORD6;
            #endif
        #endif
        UNITY_VERTEX_INPUT_INSTANCE_ID
        UNITY_VERTEX_OUTPUT_STEREO
    };

    struct SurfaceDescription
    {
        float3 albedo;
        float alpha;
        float3 normalTS;
        float3 emission;
        float metallic;
        float3 specular;
        float smoothness;
        float occlusion;
    };
#endif