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- Shader "Universal Render Pipeline/Lit"
- {
- Properties
- {
- // Specular vs Metallic workflow
- _WorkflowMode("WorkflowMode", Float) = 1.0
- [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
- _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
- _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
- _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
- _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
- _MetallicGlossMap("Metallic", 2D) = "white" {}
- _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
- _SpecGlossMap("Specular", 2D) = "white" {}
- [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
- [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
- _BumpScale("Scale", Float) = 1.0
- _BumpMap("Normal Map", 2D) = "bump" {}
- _Parallax("Scale", Range(0.005, 0.08)) = 0.005
- _ParallaxMap("Height Map", 2D) = "black" {}
- _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
- _OcclusionMap("Occlusion", 2D) = "white" {}
- [HDR] _EmissionColor("Color", Color) = (0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- _DetailMask("Detail Mask", 2D) = "white" {}
- _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
- _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
- _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
- [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
- // SRP batching compatibility for Clear Coat (Not used in Lit)
- [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
- [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
- // 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] _GlossMapScale("Smoothness", Float) = 0.0
- [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
- [HideInInspector] _GlossyReflections("EnvironmentReflections", 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
- {
- // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
- // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
- // material work with both Universal Render Pipeline and Builtin Unity Pipeline
- Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
- LOD 300
- // ------------------------------------------------------------------
- // Forward pass. Shades all light in a single pass. GI + emission + Fog
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- 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 _PARALLAXMAP
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #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 _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- // -------------------------------------
- // 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #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 _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #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 LitPassVertex
- #pragma fragment LitPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // 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/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- 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 _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local _PARALLAXMAP
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #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 _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #pragma vertex LitGBufferPassVertex
- #pragma fragment LitGBufferPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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 _PARALLAXMAP
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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 UniversalFragmentMetaLit
- #pragma shader_feature EDITOR_VISUALIZATION
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "Universal2D"
- Tags{ "LightMode" = "Universal2D" }
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- 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/LitInput.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
- {
- // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
- // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
- // material work with both Universal Render Pipeline and Builtin Unity Pipeline
- Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
- LOD 300
- // ------------------------------------------------------------------
- // Forward pass. Shades all light in a single pass. GI + emission + Fog
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local _PARALLAXMAP
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #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 _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- // -------------------------------------
- // 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_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 _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _CLUSTERED_RENDERING
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.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
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- // -------------------------------------
- // 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/LitInput.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
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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 _PARALLAXMAP
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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 UniversalFragmentMetaLit
- #pragma shader_feature EDITOR_VISUALIZATION
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "Universal2D"
- Tags{ "LightMode" = "Universal2D" }
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- 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/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
- }
|