// Shader targeted for low end devices. Single Pass Forward Rendering. Shader "Universal Render Pipeline/Simple Lit" { // Keep properties of StandardSpecular shader for upgrade reasons. Properties { [MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {} [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) _SpecGlossMap("Specular Map", 2D) = "white" {} _SmoothnessSource("Smoothness Source", Float) = 0.0 _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} // Blending state _Surface("__surface", Float) = 0.0 _Blend("__blend", Float) = 0.0 _Cull("__cull", Float) = 2.0 [ToggleUI] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 // ObsoleteProperties [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) [HideInInspector] _Shininess("Smoothness", Float) = 0.0 [HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0 [HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"} LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} ZWrite[_ZWrite] ZTest LEqual Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON //#pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } Pass { Name "MotionVectors" Tags{ "LightMode" = "MotionVectors"} Tags { "RenderType" = "Opaque" } ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/OculusMotionVectorCore.hlsl" #pragma vertex vert #pragma fragment frag ENDHLSL } } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"} LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _SPECGLOSSMAP #pragma shader_feature EDITOR_VISUALIZATION #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader" }