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"
}