b486678290
Library -Artifacts
531 lines
20 KiB
Plaintext
531 lines
20 KiB
Plaintext
// Shader targeted for low end devices. Single Pass Forward Rendering.
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Shader "Universal Render Pipeline/Simple Lit"
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{
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// Keep properties of StandardSpecular shader for upgrade reasons.
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Properties
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{
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[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
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[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
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_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
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_SpecGlossMap("Specular Map", 2D) = "white" {}
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_SmoothnessSource("Smoothness Source", Float) = 0.0
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_SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector] _BumpScale("Scale", Float) = 1.0
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
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[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
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// Blending state
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_Surface("__surface", Float) = 0.0
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_Blend("__blend", 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] _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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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _Shininess("Smoothness", Float) = 0.0
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[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
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[HideInInspector] _SpecSource("SpecularHighlights", 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" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
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LOD 300
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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// Use same blending / depth states as Standard shader
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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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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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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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#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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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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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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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 _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ 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 instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex LitPassVertexSimple
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#pragma fragment LitPassFragmentSimple
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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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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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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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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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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ZWrite[_ZWrite]
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ZTest LEqual
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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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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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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 _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma vertex LitPassVertexSimple
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#pragma fragment LitPassFragmentSimple
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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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 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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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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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/SimpleLitInput.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 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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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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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/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _SPECGLOSSMAP
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.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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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
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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/SimpleLitInput.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" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
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LOD 300
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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// Use same blending / depth states as Standard shader
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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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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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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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#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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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 _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ 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 LitPassVertexSimple
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#pragma fragment LitPassFragmentSimple
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#define BUMP_SCALE_NOT_SUPPORTED 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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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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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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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 DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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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/SimpleLitInput.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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#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
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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/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _SPECGLOSSMAP
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#pragma shader_feature EDITOR_VISUALIZATION
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.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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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
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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/SimpleLitInput.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 "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
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}
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