634 lines
26 KiB
Text
634 lines
26 KiB
Text
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Shader "Universal Render Pipeline/Lit (PBR Workflow)"
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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 //Nope
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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)) = 1.0 //defaulting to 1 instead of 0.5 because applying a texture will keep the default value as a scaler
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// _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 //Unneeded variant
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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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//We dont need Specular workflow. DELETED
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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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//Forcing this stuff off as it adds to the variant count and should rarely be disabled in a PBR world.
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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 //too heavy for quest
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// _ParallaxMap("Height Map", 2D) = "black" {}
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//_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 //Meh. Not really needed. Just fix your texture
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//_OcclusionMap("Occlusion", 2D) = "white" {} //Packed together with metallic to match HDRP
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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" {} //Using the Blue ch in metallic map instead
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_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
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_DetailMap("Detail Albedo x2", 2D) = "linearGrey" {} //Renamed
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_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
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_DetailSmoothnessMapScale("_DetailSmoothnessMapScale", Range(0.0, 2.0)) = 1
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//[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
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//converting to HDRP detailmaps instead https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Mask-Map-and-Detail-Map.html
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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] _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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_OffsetUnits("OffsetUnits", Int) = 0.0
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_OffsetFactor("OffsetFactor", Int) = 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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}
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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{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
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LOD 300
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HLSLINCLUDE
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#if !defined(SHADER_API_MOBILE)
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#pragma use_dxc vulkan
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#endif
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ENDHLSL
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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{"LightMode" = "UniversalForward"}
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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Offset[_OffsetFactor] ,[_OffsetUnits]
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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 // Just force this on
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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 multi_compile_local_fragment _ _DETAIL_MULX2
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//_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
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#pragma shader_feature_local_fragment _EMISSION // Force this on, gotta get rid of keywords
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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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//_MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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#pragma skip_variants FOG_LINEAR
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//#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl"
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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 LitPassVertex
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#pragma fragment LitPassFragment
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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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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 _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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//#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/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{"LightMode" = "UniversalGBuffer"}
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//
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// ZWrite[_ZWrite]
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// ZTest LEqual
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// Cull[_Cull]
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//
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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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// // -------------------------------------
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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
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// //_DETAIL_SCALED
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//
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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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// // -------------------------------------
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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
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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 _ _RENDER_PASS_ENABLED
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//
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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 _ _GBUFFER_NORMALS_OCT
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//
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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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//
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// #pragma vertex LitGBufferPassVertex
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// #pragma fragment LitGBufferPassFragment
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//
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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{"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 _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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//#pragma multi_compile _ DOTS_INSTANCING_ON
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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{"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 _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2
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//_DETAIL_SCALED
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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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//--------------------------------------
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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/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{"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 UniversalFragmentMetaLit
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#pragma shader_feature EDITOR_VISUALIZATION
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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
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//_DETAIL_SCALED
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//#pragma shader_feature_local_fragment _SPECGLOSSMAP
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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{ "LightMode" = "Universal2D" }
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//
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// Blend[_SrcBlend][_DstBlend]
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// ZWrite[_ZWrite]
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// Cull[_Cull]
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//
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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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// #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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//
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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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Pass{
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Name "BakedRaytrace"
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Tags{ "LightMode" = "BakedRaytrace" }
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HLSLPROGRAM
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#pragma target 4.0
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#pragma raytracing BakedRaytrace
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#pragma shader_feature_local _EMISSION
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Volumetrics/LitTracingPass.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
|
||
|
// #pragma multi_compile _ _VOLUMETRICS_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_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"
|
||
|
}
|