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- // 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"
- }
|