682 lines
29 KiB
Plaintext
682 lines
29 KiB
Plaintext
Shader "Universal Render Pipeline/Lit"
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{
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Properties
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{
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// Specular vs Metallic workflow
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_WorkflowMode("WorkflowMode", Float) = 1.0
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[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax("Scale", Range(0.005, 0.08)) = 0.005
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_ParallaxMap("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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[HDR] _EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
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_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
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[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
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// SRP batching compatibility for Clear Coat (Not used in Lit)
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[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
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[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
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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] _SrcBlendAlpha("__srcA", Float) = 1.0
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[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
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[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
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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] _GlossMapScale("Smoothness", Float) = 0.0
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[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
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[HideInInspector] _GlossyReflections("EnvironmentReflections", 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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_Dither("Dither", Range(0,1)) = 0.5
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}
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SubShader
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{
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
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}
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LOD 300
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// ------------------------------------------------------------------
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// Forward pass. Shades all light in a single pass. GI + emission + Fog
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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// -------------------------------------
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// Render State Commands
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Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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ZWrite[_ZWrite]
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Cull[_Cull]
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AlphaToMask[_AlphaToMask]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex LitPassVertex
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#pragma fragment _LitPassFragment
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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 _PARALLAXMAP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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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 _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local_fragment _OCCLUSIONMAP
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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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_fragment _ _SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF
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#pragma multi_compile_fragment _ _SOFTSHADOW_MASK
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#pragma multi_compile_fragment _ PLANAR_SHADOW
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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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_COOKIES
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// Unity defined keywords
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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 _ 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_fragment _ LOD_FADE_CROSSFADE
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/CapsuleShadow.hlsl"
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#pragma multi_compile_vertex _ ENABLE_VS_SKINNING
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
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sampler2D _ShadowRemap;
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#pragma multi_compile_fragment _ _ShadowRemapON
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float _Dither;
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half4 _UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData)
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{
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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bool specularHighlightsOff = true;
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#else
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bool specularHighlightsOff = false;
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#endif
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BRDFData brdfData;
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// NOTE: can modify "surfaceData"...
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InitializeBRDFData(surfaceData, brdfData);
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#if defined(DEBUG_DISPLAY)
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half4 debugColor;
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if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor))
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{
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return debugColor;
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}
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#endif
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// Clear-coat calculation...
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BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData);
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half4 shadowMask = CalculateShadowMask(inputData);
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AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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uint meshRenderingLayers = GetMeshRenderingLayer();
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Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
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// NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below...
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI);
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LightingData lightingData = CreateLightingData(inputData, surfaceData);
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lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask,
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inputData.bakedGI,
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aoFactor.indirectAmbientOcclusion,
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inputData.positionWS,
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inputData.normalWS, inputData.viewDirectionWS,
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inputData.normalizedScreenSpaceUV);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat,
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mainLight,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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// * (step(0.01, 1 - mainLight.shadowAttenuation) /* * step( 1 - mainLight.shadowAttenuation, 0.3) */?
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// lerp(0, half3(0.5, 0, 0) * (1 - mainLight.shadowAttenuation), mainLight.shadowAttenuation) * 0 : 1);
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float ao = 1;
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float shadow = 1;
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CalcCapsuleShadow(inputData.positionWS.xyz, inputData.normalWS, shadow, ao);
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// ao = lerp(shadow, 1, step(0.99, mainLight.shadowAttenuation)) * ao;
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lightingData.mainLightColor *= ao * shadow;
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#ifdef _ShadowRemapON
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half4 remapValue = tex2D(_ShadowRemap, float3(mainLight.shadowAttenuation, 0, 0));
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lightingData.mainLightColor *= remapValue.rgb * remapValue.a;
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#endif
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}
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#if defined(PLANAR_SHADOW)
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lightingData.mainLightColor *= GetPlanarScreenShadowAttenuation(inputData.normalizedScreenSpaceUV);
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#endif
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#if defined(_ADDITIONAL_LIGHTS)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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}
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#endif
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LIGHT_LOOP_BEGIN(pixelLightCount)
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
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inputData.normalWS, inputData.viewDirectionWS,
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surfaceData.clearCoatMask, specularHighlightsOff);
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}
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LIGHT_LOOP_END
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#endif
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#if defined(_ADDITIONAL_LIGHTS_VERTEX)
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lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse;
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#endif
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// #if defined(_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF)
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// half realtimeShadow = half(SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_PointClamp, inputData.normalizedScreenSpaceUV.xy).x);
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// UNITY_BRANCH
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// if(abs(realtimeShadow - 0.5) < 0.499)
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// {
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// return float4(1, 0, 0, 1);
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// }
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// #endif
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// #if defined(_SOFTSHADOW_MASK)
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// half realtimeShadow = half(SAMPLE_TEXTURE2D(_SoftShadowMaskTexture, sampler_PointClamp, inputData.normalizedScreenSpaceUV.xy).x);
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// UNITY_BRANCH
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// if(abs(realtimeShadow - 0.5) < 0.499)
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// {
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// return float4(1, 0, 0, 1);
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// }
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// #endif
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#if REAL_IS_HALF
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// Clamp any half.inf+ to HALF_MAX
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return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX);
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#else
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return CalculateFinalColor(lightingData, surfaceData.alpha);
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#endif
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}
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void _LitPassFragment(
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Varyings input
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, out half4 outColor : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if defined(_PARALLAXMAP)
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = input.viewDirTS;
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
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#endif
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ApplyPerPixelDisplacement(viewDirTS, input.uv);
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#endif
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(input.uv, surfaceData);
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.positionCS);
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#endif
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
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float2 screenPos = inputData.normalizedScreenSpaceUV * _ScreenParams.xy;
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const float DITHER_THRESHOLDS[4][4] =
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{
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1.0/17.6,9.6/17.0,3.0/17.0,11.0/17.0,
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13.0/17.0,5.0/17.0,15.0/17.0,7.0/17.0,
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4.0/17.0,12.0/17.0,2.0/17.0,10.0/17.0,
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16.0/17.0,8.0/17.0,14.0/17.0,6.6/17.0
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};
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clip(_Dither - DITHER_THRESHOLDS[floor(fmod(screenPos.x, 4))][floor(fmod(screenPos.y, 4))]);
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#ifdef _DBUFFER
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
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#endif
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half4 color = _UniversalFragmentPBR(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface));
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outColor = color;
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayer();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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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
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{
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"LightMode" = "ShadowCaster"
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}
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// -------------------------------------
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// Render State Commands
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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 target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Universal Pipeline keywords
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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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 multi_compile_vertex _ ENABLE_VS_SKINNING
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "GBuffer"
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Tags
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{
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"LightMode" = "UniversalGBuffer"
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}
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// -------------------------------------
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// Render State Commands
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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 target 4.5
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// Deferred Rendering Path does not support the OpenGL-based graphics API:
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// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
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#pragma exclude_renderers gles3 glcore
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// -------------------------------------
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// Shader Stages
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#pragma vertex LitGBufferPassVertex
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#pragma fragment LitGBufferPassFragment
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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 _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local_fragment _OCCLUSIONMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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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 _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// Unity defined keywords
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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 _ 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_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.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
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{
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"LightMode" = "DepthOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ColorMask R
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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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 _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma multi_compile_vertex _ ENABLE_VS_SKINNING
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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
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{
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"LightMode" = "DepthNormals"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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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 _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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// -------------------------------------
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// Universal Pipeline keywords
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma multi_compile_vertex _ ENABLE_VS_SKINNING
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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
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{
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"LightMode" = "Meta"
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}
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// -------------------------------------
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// Render State Commands
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Cull Off
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaLit
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local_fragment _SPECGLOSSMAP
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#pragma shader_feature EDITOR_VISUALIZATION
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.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
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{
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"LightMode" = "Universal2D"
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}
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// -------------------------------------
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// Render State Commands
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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 target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex vert
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#pragma fragment frag
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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 _ALPHAPREMULTIPLY_ON
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.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.LitShader"
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} |