Knowing about the built-in CgInclude files is great, but what if we wanted to build our own CgInclude files to store our own lighting models and helper functions? We can in fact create our own CgInclude files, but we need to learn a little more code syntax before we can start to use them efficiently in our Shader writing pipelines. Let's take a look at the process of creating a new CgInclude file from scratch.
Using the same scene, Shader, and Material, let's walk through the process of generating a new item for this recipe.
.cginc. Windows will give you a warning message saying ...