Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/BakedLit.shader

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2024-05-06 14:45:45 -04:00
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"
}