123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382 |
- Shader "Universal Render Pipeline/Baked Lit"
- {
- Properties
- {
- [MainTexture] _BaseMap("Texture", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
- _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
- _BumpMap("Normal Map", 2D) = "bump" {}
- // 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
- [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" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "BakedLit"
- Tags{ "LightMode" = "UniversalForwardOnly" }
- HLSLPROGRAM
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile _ DEBUG_DISPLAY
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_O
- #pragma vertex BakedLitForwardPassVertex
- #pragma fragment BakedLitForwardPassFragment
- // Lighting include is needed because of GI
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- 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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
- // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
- 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
- // -------------------------------------
- // 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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
- ENDHLSL
- }
- // Same as DepthNormals pass, but used for deferred renderer and forwardOnly materials.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
- 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
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- //--------------------------------------
- // Defines
- #define BUMP_SCALE_NOT_SUPPORTED 1
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "BakedLit"
- Tags{ "LightMode" = "UniversalForwardOnly" }
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile _ DEBUG_DISPLAY
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex BakedLitForwardPassVertex
- #pragma fragment BakedLitForwardPassFragment
- // Lighting include is needed because of GI
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- 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
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.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
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- FallBack "Universal Render Pipeline/Unlit"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
- }
|