383 lines
13 KiB
Plaintext
383 lines
13 KiB
Plaintext
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Shader "Universal Render Pipeline/Baked Lit"
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{
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Properties
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{
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[MainTexture] _BaseMap("Texture", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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_BumpMap("Normal Map", 2D) = "bump" {}
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// BlendMode
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_Surface("__surface", Float) = 0.0
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_Blend("__mode", Float) = 0.0
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_Cull("__cull", Float) = 2.0
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _BlendOp("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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Pass
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{
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Name "BakedLit"
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Tags{ "LightMode" = "UniversalForwardOnly" }
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile _ DEBUG_DISPLAY
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_O
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#pragma vertex BakedLitForwardPassVertex
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#pragma fragment BakedLitForwardPassFragment
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// Lighting include is needed because of GI
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
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Pass
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{
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Name "DepthNormalsOnly"
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Tags{"LightMode" = "DepthNormalsOnly"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ _NORMALMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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// Same as DepthNormals pass, but used for deferred renderer and forwardOnly materials.
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Pass
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{
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Name "DepthNormalsOnly"
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Tags{"LightMode" = "DepthNormalsOnly"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ _NORMALMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
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//--------------------------------------
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// Defines
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#define BUMP_SCALE_NOT_SUPPORTED 1
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaUnlit
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags{ "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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Pass
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{
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Name "BakedLit"
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Tags{ "LightMode" = "UniversalForwardOnly" }
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile _ DEBUG_DISPLAY
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex BakedLitForwardPassVertex
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#pragma fragment BakedLitForwardPassFragment
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// Lighting include is needed because of GI
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ _NORMALMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaUnlit
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags{ "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/Unlit"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
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}
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