9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
383 lines
13 KiB
Plaintext
383 lines
13 KiB
Plaintext
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"
|
|
}
|