b486678290
Library -Artifacts
612 lines
25 KiB
Plaintext
612 lines
25 KiB
Plaintext
Shader "Universal Render Pipeline/Lit"
|
|
{
|
|
Properties
|
|
{
|
|
// Specular vs Metallic workflow
|
|
_WorkflowMode("WorkflowMode", Float) = 1.0
|
|
|
|
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
|
|
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
|
|
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
|
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
|
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
|
|
|
|
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
|
|
_MetallicGlossMap("Metallic", 2D) = "white" {}
|
|
|
|
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
|
|
_SpecGlossMap("Specular", 2D) = "white" {}
|
|
|
|
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
|
|
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
|
|
|
|
_BumpScale("Scale", Float) = 1.0
|
|
_BumpMap("Normal Map", 2D) = "bump" {}
|
|
|
|
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
|
|
_ParallaxMap("Height Map", 2D) = "black" {}
|
|
|
|
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
|
|
_OcclusionMap("Occlusion", 2D) = "white" {}
|
|
|
|
[HDR] _EmissionColor("Color", Color) = (0,0,0)
|
|
_EmissionMap("Emission", 2D) = "white" {}
|
|
|
|
_DetailMask("Detail Mask", 2D) = "white" {}
|
|
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
|
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
|
|
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
|
|
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
|
|
|
|
// SRP batching compatibility for Clear Coat (Not used in Lit)
|
|
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
|
|
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
|
|
|
|
// 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] _GlossMapScale("Smoothness", Float) = 0.0
|
|
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
|
|
[HideInInspector] _GlossyReflections("EnvironmentReflections", 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
|
|
{
|
|
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
|
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
|
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
|
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
|
|
LOD 300
|
|
|
|
// ------------------------------------------------------------------
|
|
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
|
Pass
|
|
{
|
|
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
|
// no LightMode tag are also rendered by Universal Render Pipeline
|
|
Name "ForwardLit"
|
|
Tags{"LightMode" = "UniversalForward"}
|
|
|
|
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 _PARALLAXMAP
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
#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 _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
|
|
// -------------------------------------
|
|
// 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#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 _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#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 LitPassVertex
|
|
#pragma fragment LitPassFragment
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
//--------------------------------------
|
|
// 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/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
|
// no LightMode tag are also rendered by Universal Render Pipeline
|
|
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 _NORMALMAP
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
|
#pragma shader_feature_local _PARALLAXMAP
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
#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 _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex LitGBufferPassVertex
|
|
#pragma fragment LitGBufferPassFragment
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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 _PARALLAXMAP
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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 UniversalFragmentMetaLit
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
|
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.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/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
|
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
|
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
|
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
|
|
LOD 300
|
|
|
|
// ------------------------------------------------------------------
|
|
// Forward pass. Shades all light in a single pass. GI + emission + Fog
|
|
Pass
|
|
{
|
|
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
|
// no LightMode tag are also rendered by Universal Render Pipeline
|
|
Name "ForwardLit"
|
|
Tags{"LightMode" = "UniversalForward"}
|
|
|
|
Blend[_SrcBlend][_DstBlend]
|
|
ZWrite[_ZWrite]
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma only_renderers gles gles3 glcore d3d11
|
|
#pragma target 2.0
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local _NORMALMAP
|
|
#pragma shader_feature_local _PARALLAXMAP
|
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
#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 _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local_fragment _OCCLUSIONMAP
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
|
|
// -------------------------------------
|
|
// 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_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 _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _CLUSTERED_RENDERING
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
#pragma vertex LitPassVertex
|
|
#pragma fragment LitPassFragment
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.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
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
// -------------------------------------
|
|
// 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/LitInput.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
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#pragma vertex DepthOnlyVertex
|
|
#pragma fragment DepthOnlyFragment
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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 _PARALLAXMAP
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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 UniversalFragmentMetaLit
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
|
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.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/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
|
}
|