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!
531 lines
20 KiB
Plaintext
531 lines
20 KiB
Plaintext
// Shader targeted for low end devices. Single Pass Forward Rendering.
|
|
Shader "Universal Render Pipeline/Simple Lit"
|
|
{
|
|
// Keep properties of StandardSpecular shader for upgrade reasons.
|
|
Properties
|
|
{
|
|
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
|
|
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
|
|
|
|
_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
|
|
|
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
|
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
|
|
_SpecGlossMap("Specular Map", 2D) = "white" {}
|
|
_SmoothnessSource("Smoothness Source", Float) = 0.0
|
|
_SpecularHighlights("Specular Highlights", Float) = 1.0
|
|
|
|
[HideInInspector] _BumpScale("Scale", Float) = 1.0
|
|
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
|
|
|
|
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
|
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
|
|
|
|
// Blending state
|
|
_Surface("__surface", Float) = 0.0
|
|
_Blend("__blend", Float) = 0.0
|
|
_Cull("__cull", Float) = 2.0
|
|
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
|
|
[HideInInspector] _SrcBlend("__src", Float) = 1.0
|
|
[HideInInspector] _DstBlend("__dst", Float) = 0.0
|
|
[HideInInspector] _ZWrite("__zw", Float) = 1.0
|
|
|
|
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
|
|
// Editmode props
|
|
_QueueOffset("Queue offset", Float) = 0.0
|
|
|
|
// ObsoleteProperties
|
|
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
|
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
|
[HideInInspector] _Shininess("Smoothness", Float) = 0.0
|
|
[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
|
|
[HideInInspector] _SpecSource("SpecularHighlights", 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" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags { "LightMode" = "UniversalForward" }
|
|
|
|
// Use same blending / depth states as Standard shader
|
|
Blend[_SrcBlend][_DstBlend]
|
|
ZWrite[_ZWrite]
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma exclude_renderers gles gles3 glcore
|
|
#pragma target 4.5
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local _NORMALMAP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _CLUSTERED_RENDERING
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex LitPassVertexSimple
|
|
#pragma fragment LitPassFragmentSimple
|
|
#define BUMP_SCALE_NOT_SUPPORTED 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma exclude_renderers gles gles3 glcore
|
|
#pragma target 4.5
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
|
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex ShadowPassVertex
|
|
#pragma fragment ShadowPassFragment
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "GBuffer"
|
|
Tags{"LightMode" = "UniversalGBuffer"}
|
|
|
|
ZWrite[_ZWrite]
|
|
ZTest LEqual
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma exclude_renderers gles gles3 glcore
|
|
#pragma target 4.5
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
//#pragma shader_feature _ALPHAPREMULTIPLY_ON
|
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
#pragma shader_feature_local _NORMALMAP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex LitPassVertexSimple
|
|
#pragma fragment LitPassFragmentSimple
|
|
#define BUMP_SCALE_NOT_SUPPORTED 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
Cull[_Cull]
|
|
|
|
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
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 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
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Universal2D"
|
|
Tags{ "LightMode" = "Universal2D" }
|
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
|
|
|
|
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/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
|
|
LOD 300
|
|
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags { "LightMode" = "UniversalForward" }
|
|
|
|
// Use same blending / depth states as Standard shader
|
|
Blend[_SrcBlend][_DstBlend]
|
|
ZWrite[_ZWrite]
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma only_renderers gles gles3 glcore d3d11
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local _NORMALMAP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _CLUSTERED_RENDERING
|
|
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex LitPassVertexSimple
|
|
#pragma fragment LitPassFragmentSimple
|
|
#define BUMP_SCALE_NOT_SUPPORTED 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
ColorMask 0
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma only_renderers gles gles3 glcore d3d11
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
|
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex ShadowPassVertex
|
|
#pragma fragment ShadowPassFragment
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
Cull[_Cull]
|
|
|
|
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
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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
|
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
|
|
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Universal2D"
|
|
Tags{ "LightMode" = "Universal2D" }
|
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
|
|
|
|
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/SimpleLitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback "Hidden/Universal Render Pipeline/FallbackError"
|
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
|
|
}
|