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- Shader "Universal Render Pipeline/Unlit"
- {
- Properties
- {
- [MainTexture] _BaseMap("Texture", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
- _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
- // BlendMode
- _Surface("__surface", Float) = 0.0
- _Blend("__mode", Float) = 0.0
- _Cull("__cull", Float) = 2.0
- [ToggleUI] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] _BlendOp("__blendop", Float) = 0.0
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _ZWrite("__zw", Float) = 1.0
- // Editmode props
- _QueueOffset("Queue offset", Float) = 0.0
- // ObsoleteProperties
- [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
- [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
- [HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit
- }
- SubShader
- {
- Tags {"RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "Unlit"
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ DEBUG_DISPLAY
- #pragma vertex UnlitPassVertex
- #pragma fragment UnlitPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- 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
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
- ZWrite On
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.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 UniversalFragmentMetaUnlit
- #pragma shader_feature EDITOR_VISUALIZATION
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.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" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "Unlit"
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile _ DEBUG_DISPLAY
- #pragma vertex UnlitPassVertex
- #pragma fragment UnlitPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- 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
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
- ZWrite On
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore
- #pragma target 2.0
- #pragma vertex DepthNormalsVertex
- #pragma fragment DepthNormalsFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.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 UniversalFragmentMetaUnlit
- #pragma shader_feature EDITOR_VISUALIZATION
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.UnlitShader"
- }
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