SimpleLit.shader 20 KB

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  1. // Shader targeted for low end devices. Single Pass Forward Rendering.
  2. Shader "Universal Render Pipeline/Simple Lit"
  3. {
  4. // Keep properties of StandardSpecular shader for upgrade reasons.
  5. Properties
  6. {
  7. [MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
  8. [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
  9. _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
  10. _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
  11. _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
  12. _SpecGlossMap("Specular Map", 2D) = "white" {}
  13. _SmoothnessSource("Smoothness Source", Float) = 0.0
  14. _SpecularHighlights("Specular Highlights", Float) = 1.0
  15. [HideInInspector] _BumpScale("Scale", Float) = 1.0
  16. [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
  17. [HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
  18. [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
  19. // Blending state
  20. _Surface("__surface", Float) = 0.0
  21. _Blend("__blend", Float) = 0.0
  22. _Cull("__cull", Float) = 2.0
  23. [ToggleUI] _AlphaClip("__clip", Float) = 0.0
  24. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  25. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  26. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  27. [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
  28. // Editmode props
  29. _QueueOffset("Queue offset", Float) = 0.0
  30. // ObsoleteProperties
  31. [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
  32. [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
  33. [HideInInspector] _Shininess("Smoothness", Float) = 0.0
  34. [HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
  35. [HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0
  36. [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  37. [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  38. [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  39. }
  40. SubShader
  41. {
  42. Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
  43. LOD 300
  44. Pass
  45. {
  46. Name "ForwardLit"
  47. Tags { "LightMode" = "UniversalForward" }
  48. // Use same blending / depth states as Standard shader
  49. Blend[_SrcBlend][_DstBlend]
  50. ZWrite[_ZWrite]
  51. Cull[_Cull]
  52. HLSLPROGRAM
  53. #pragma exclude_renderers gles gles3 glcore
  54. #pragma target 4.5
  55. // -------------------------------------
  56. // Material Keywords
  57. #pragma shader_feature_local _NORMALMAP
  58. #pragma shader_feature_local_fragment _EMISSION
  59. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  60. #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
  61. #pragma shader_feature_local_fragment _ALPHATEST_ON
  62. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  63. #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  64. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  65. // -------------------------------------
  66. // Universal Pipeline keywords
  67. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  68. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  69. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  70. #pragma multi_compile _ SHADOWS_SHADOWMASK
  71. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  72. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  73. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  74. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  75. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  76. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  77. #pragma multi_compile _ _CLUSTERED_RENDERING
  78. // -------------------------------------
  79. // Unity defined keywords
  80. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  81. #pragma multi_compile _ LIGHTMAP_ON
  82. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  83. #pragma multi_compile_fog
  84. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  85. //--------------------------------------
  86. // GPU Instancing
  87. #pragma multi_compile_instancing
  88. #pragma instancing_options renderinglayer
  89. #pragma multi_compile _ DOTS_INSTANCING_ON
  90. #pragma vertex LitPassVertexSimple
  91. #pragma fragment LitPassFragmentSimple
  92. #define BUMP_SCALE_NOT_SUPPORTED 1
  93. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  94. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
  95. ENDHLSL
  96. }
  97. Pass
  98. {
  99. Name "ShadowCaster"
  100. Tags{"LightMode" = "ShadowCaster"}
  101. ZWrite On
  102. ZTest LEqual
  103. ColorMask 0
  104. Cull[_Cull]
  105. HLSLPROGRAM
  106. #pragma exclude_renderers gles gles3 glcore
  107. #pragma target 4.5
  108. // -------------------------------------
  109. // Material Keywords
  110. #pragma shader_feature_local_fragment _ALPHATEST_ON
  111. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  112. //--------------------------------------
  113. // GPU Instancing
  114. #pragma multi_compile_instancing
  115. #pragma multi_compile _ DOTS_INSTANCING_ON
  116. // -------------------------------------
  117. // Universal Pipeline keywords
  118. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  119. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  120. #pragma vertex ShadowPassVertex
  121. #pragma fragment ShadowPassFragment
  122. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  123. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  124. ENDHLSL
  125. }
  126. Pass
  127. {
  128. Name "GBuffer"
  129. Tags{"LightMode" = "UniversalGBuffer"}
  130. ZWrite[_ZWrite]
  131. ZTest LEqual
  132. Cull[_Cull]
  133. HLSLPROGRAM
  134. #pragma exclude_renderers gles gles3 glcore
  135. #pragma target 4.5
  136. // -------------------------------------
  137. // Material Keywords
  138. #pragma shader_feature_local_fragment _ALPHATEST_ON
  139. //#pragma shader_feature _ALPHAPREMULTIPLY_ON
  140. #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  141. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  142. #pragma shader_feature_local _NORMALMAP
  143. #pragma shader_feature_local_fragment _EMISSION
  144. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  145. // -------------------------------------
  146. // Universal Pipeline keywords
  147. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  148. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  149. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  150. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  151. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  152. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  153. // -------------------------------------
  154. // Unity defined keywords
  155. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  156. #pragma multi_compile _ LIGHTMAP_ON
  157. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  158. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  159. #pragma multi_compile _ SHADOWS_SHADOWMASK
  160. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  161. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  162. //--------------------------------------
  163. // GPU Instancing
  164. #pragma multi_compile_instancing
  165. #pragma instancing_options renderinglayer
  166. #pragma multi_compile _ DOTS_INSTANCING_ON
  167. #pragma vertex LitPassVertexSimple
  168. #pragma fragment LitPassFragmentSimple
  169. #define BUMP_SCALE_NOT_SUPPORTED 1
  170. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  171. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
  172. ENDHLSL
  173. }
  174. Pass
  175. {
  176. Name "DepthOnly"
  177. Tags{"LightMode" = "DepthOnly"}
  178. ZWrite On
  179. ColorMask 0
  180. Cull[_Cull]
  181. HLSLPROGRAM
  182. #pragma exclude_renderers gles gles3 glcore
  183. #pragma target 4.5
  184. #pragma vertex DepthOnlyVertex
  185. #pragma fragment DepthOnlyFragment
  186. // -------------------------------------
  187. // Material Keywords
  188. #pragma shader_feature_local_fragment _ALPHATEST_ON
  189. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  190. //--------------------------------------
  191. // GPU Instancing
  192. #pragma multi_compile_instancing
  193. #pragma multi_compile _ DOTS_INSTANCING_ON
  194. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  195. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  196. ENDHLSL
  197. }
  198. // This pass is used when drawing to a _CameraNormalsTexture texture
  199. Pass
  200. {
  201. Name "DepthNormals"
  202. Tags{"LightMode" = "DepthNormals"}
  203. ZWrite On
  204. Cull[_Cull]
  205. HLSLPROGRAM
  206. #pragma exclude_renderers gles gles3 glcore
  207. #pragma target 4.5
  208. #pragma vertex DepthNormalsVertex
  209. #pragma fragment DepthNormalsFragment
  210. // -------------------------------------
  211. // Material Keywords
  212. #pragma shader_feature_local _NORMALMAP
  213. #pragma shader_feature_local_fragment _ALPHATEST_ON
  214. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  215. //--------------------------------------
  216. // GPU Instancing
  217. #pragma multi_compile_instancing
  218. #pragma multi_compile _ DOTS_INSTANCING_ON
  219. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  220. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"
  221. ENDHLSL
  222. }
  223. // This pass it not used during regular rendering, only for lightmap baking.
  224. Pass
  225. {
  226. Name "Meta"
  227. Tags{ "LightMode" = "Meta" }
  228. Cull Off
  229. HLSLPROGRAM
  230. #pragma exclude_renderers gles gles3 glcore
  231. #pragma target 4.5
  232. #pragma vertex UniversalVertexMeta
  233. #pragma fragment UniversalFragmentMetaSimple
  234. #pragma shader_feature EDITOR_VISUALIZATION
  235. #pragma shader_feature_local_fragment _EMISSION
  236. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  237. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  238. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
  239. ENDHLSL
  240. }
  241. Pass
  242. {
  243. Name "Universal2D"
  244. Tags{ "LightMode" = "Universal2D" }
  245. Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
  246. HLSLPROGRAM
  247. #pragma exclude_renderers gles gles3 glcore
  248. #pragma target 4.5
  249. #pragma vertex vert
  250. #pragma fragment frag
  251. #pragma shader_feature_local_fragment _ALPHATEST_ON
  252. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  253. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  254. #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  255. ENDHLSL
  256. }
  257. Pass
  258. {
  259. Name "MotionVectors"
  260. Tags{ "LightMode" = "MotionVectors"}
  261. Tags { "RenderType" = "Opaque" }
  262. ZWrite[_ZWrite]
  263. Cull[_Cull]
  264. HLSLPROGRAM
  265. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/OculusMotionVectorCore.hlsl"
  266. #pragma vertex vert
  267. #pragma fragment frag
  268. ENDHLSL
  269. }
  270. }
  271. SubShader
  272. {
  273. Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
  274. LOD 300
  275. Pass
  276. {
  277. Name "ForwardLit"
  278. Tags { "LightMode" = "UniversalForward" }
  279. // Use same blending / depth states as Standard shader
  280. Blend[_SrcBlend][_DstBlend]
  281. ZWrite[_ZWrite]
  282. Cull[_Cull]
  283. HLSLPROGRAM
  284. #pragma only_renderers gles gles3 glcore d3d11
  285. #pragma target 2.0
  286. // -------------------------------------
  287. // Material Keywords
  288. #pragma shader_feature_local _NORMALMAP
  289. #pragma shader_feature_local_fragment _EMISSION
  290. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  291. #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
  292. #pragma shader_feature_local_fragment _ALPHATEST_ON
  293. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  294. #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
  295. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  296. // -------------------------------------
  297. // Universal Pipeline keywords
  298. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  299. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  300. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  301. #pragma multi_compile _ SHADOWS_SHADOWMASK
  302. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  303. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  304. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  305. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  306. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  307. #pragma multi_compile _ _CLUSTERED_RENDERING
  308. // -------------------------------------
  309. // Unity defined keywords
  310. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  311. #pragma multi_compile _ LIGHTMAP_ON
  312. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  313. #pragma multi_compile_fog
  314. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  315. #pragma vertex LitPassVertexSimple
  316. #pragma fragment LitPassFragmentSimple
  317. #define BUMP_SCALE_NOT_SUPPORTED 1
  318. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  319. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
  320. ENDHLSL
  321. }
  322. Pass
  323. {
  324. Name "ShadowCaster"
  325. Tags{"LightMode" = "ShadowCaster"}
  326. ZWrite On
  327. ZTest LEqual
  328. ColorMask 0
  329. Cull[_Cull]
  330. HLSLPROGRAM
  331. #pragma only_renderers gles gles3 glcore d3d11
  332. #pragma target 2.0
  333. // -------------------------------------
  334. // Material Keywords
  335. #pragma shader_feature_local_fragment _ALPHATEST_ON
  336. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  337. // -------------------------------------
  338. // Universal Pipeline keywords
  339. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  340. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  341. #pragma vertex ShadowPassVertex
  342. #pragma fragment ShadowPassFragment
  343. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  344. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  345. ENDHLSL
  346. }
  347. Pass
  348. {
  349. Name "DepthOnly"
  350. Tags{"LightMode" = "DepthOnly"}
  351. ZWrite On
  352. ColorMask 0
  353. Cull[_Cull]
  354. HLSLPROGRAM
  355. #pragma only_renderers gles gles3 glcore d3d11
  356. #pragma target 2.0
  357. #pragma vertex DepthOnlyVertex
  358. #pragma fragment DepthOnlyFragment
  359. // Material Keywords
  360. #pragma shader_feature_local_fragment _ALPHATEST_ON
  361. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  362. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  363. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  364. ENDHLSL
  365. }
  366. // This pass is used when drawing to a _CameraNormalsTexture texture
  367. Pass
  368. {
  369. Name "DepthNormals"
  370. Tags{"LightMode" = "DepthNormals"}
  371. ZWrite On
  372. Cull[_Cull]
  373. HLSLPROGRAM
  374. #pragma only_renderers gles gles3 glcore d3d11
  375. #pragma target 2.0
  376. #pragma vertex DepthNormalsVertex
  377. #pragma fragment DepthNormalsFragment
  378. // -------------------------------------
  379. // Material Keywords
  380. #pragma shader_feature_local _NORMALMAP
  381. #pragma shader_feature_local_fragment _ALPHATEST_ON
  382. #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
  383. //--------------------------------------
  384. // GPU Instancing
  385. #pragma multi_compile_instancing
  386. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  387. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"
  388. ENDHLSL
  389. }
  390. // This pass it not used during regular rendering, only for lightmap baking.
  391. Pass
  392. {
  393. Name "Meta"
  394. Tags{ "LightMode" = "Meta" }
  395. Cull Off
  396. HLSLPROGRAM
  397. #pragma only_renderers gles gles3 glcore d3d11
  398. #pragma target 2.0
  399. #pragma vertex UniversalVertexMeta
  400. #pragma fragment UniversalFragmentMetaSimple
  401. #pragma shader_feature_local_fragment _EMISSION
  402. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  403. #pragma shader_feature EDITOR_VISUALIZATION
  404. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  405. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
  406. ENDHLSL
  407. }
  408. Pass
  409. {
  410. Name "Universal2D"
  411. Tags{ "LightMode" = "Universal2D" }
  412. Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
  413. HLSLPROGRAM
  414. #pragma only_renderers gles gles3 glcore d3d11
  415. #pragma target 2.0
  416. #pragma vertex vert
  417. #pragma fragment frag
  418. #pragma shader_feature_local_fragment _ALPHATEST_ON
  419. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  420. #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
  421. #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  422. ENDHLSL
  423. }
  424. }
  425. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  426. CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
  427. }