WuhuIslandTesting/Library/PackageCache/com.unity.render-pipelines.universal@8148.0.7-4/Shaders/Lit.shader

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2025-01-07 02:06:59 +01:00
Shader "Universal Render Pipeline/Lit (PBR Workflow)"
{
Properties
{
// Specular vs Metallic workflow
//_WorkflowMode("WorkflowMode", Float) = 1.0 //Nope
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 //defaulting to 1 instead of 0.5 because applying a texture will keep the default value as a scaler
// _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 //Unneeded variant
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
//We dont need Specular workflow. DELETED
// _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
// _SpecGlossMap("Specular", 2D) = "white" {}
//Forcing this stuff off as it adds to the variant count and should rarely be disabled in a PBR world.
//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
// [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
// _Parallax("Scale", Range(0.005, 0.08)) = 0.005 //too heavy for quest
// _ParallaxMap("Height Map", 2D) = "black" {}
//_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 //Meh. Not really needed. Just fix your texture
//_OcclusionMap("Occlusion", 2D) = "white" {} //Packed together with metallic to match HDRP
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
//_DetailMask("Detail Mask", 2D) = "white" {} //Using the Blue ch in metallic map instead
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailMap("Detail Albedo x2", 2D) = "linearGrey" {} //Renamed
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailSmoothnessMapScale("_DetailSmoothnessMapScale", Range(0.0, 2.0)) = 1
//[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
//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
// SRP batching compatibility for Clear Coat (Not used in Lit)
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
_OffsetUnits("OffsetUnits", Int) = 0.0
_OffsetFactor("OffsetFactor", Int) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
LOD 300
HLSLINCLUDE
#if !defined(SHADER_API_MOBILE)
#pragma use_dxc vulkan
#endif
ENDHLSL
// ------------------------------------------------------------------
// 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]
Offset[_OffsetFactor] ,[_OffsetUnits]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP // Just force this on
//#pragma shader_feature_local _PARALLAXMAP
// #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_local_fragment _ _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 // Force this on, gotta get rid of keywords
#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
//_MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
#pragma skip_variants FOG_LINEAR
//#pragma multi_compile_fragment _ DEBUG_DISPLAY
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
//#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
// #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
// Pass
// {
// // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// // no LightMode tag are also rendered by Universal Render Pipeline
// Name "GBuffer"
// Tags{"LightMode" = "UniversalGBuffer"}
//
// ZWrite[_ZWrite]
// ZTest LEqual
// Cull[_Cull]
//
// HLSLPROGRAM
// #pragma exclude_renderers gles gles3 glcore
// #pragma target 4.5
//
// // -------------------------------------
// // Material Keywords
// #pragma shader_feature_local _NORMALMAP
// #pragma shader_feature_local_fragment _ALPHATEST_ON
// //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
// #pragma shader_feature_local_fragment _EMISSION
// #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
// // #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// //#pragma shader_feature_local_fragment _OCCLUSIONMAP
// //#pragma shader_feature_local _PARALLAXMAP
// #pragma shader_feature_local _ _DETAIL_MULX2
// //_DETAIL_SCALED
//
// // #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
// // #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
// // #pragma shader_feature_local_fragment _SPECULAR_SETUP
// // #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
//
// // -------------------------------------
// // Universal Pipeline keywords
// #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
// //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
// //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
// #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
// #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
// #pragma multi_compile_fragment _ _SHADOWS_SOFT
// // #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
// // #pragma multi_compile_fragment _ _LIGHT_LAYERS
// #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
//
// // -------------------------------------
// // Unity defined keywords
// #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
// #pragma multi_compile _ SHADOWS_SHADOWMASK
// #pragma multi_compile _ DIRLIGHTMAP_COMBINED
// #pragma multi_compile _ LIGHTMAP_ON
// #pragma multi_compile _ DYNAMICLIGHTMAP_ON
// #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//
// //--------------------------------------
// // GPU Instancing
// #pragma multi_compile_instancing
// #pragma instancing_options renderinglayer
// #pragma multi_compile _ DOTS_INSTANCING_ON
//
// #pragma vertex LitGBufferPassVertex
// #pragma fragment LitGBufferPassFragment
//
// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
// ENDHLSL
// }
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
//#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _ _DETAIL_MULX2
//_DETAIL_SCALED
#pragma shader_feature_local_fragment _ALPHATEST_ON
// #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#pragma shader_feature EDITOR_VISUALIZATION
// #pragma shader_feature_local_fragment _SPECULAR_SETUP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
// #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local _ _DETAIL_MULX2
//_DETAIL_SCALED
//#pragma shader_feature_local_fragment _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
// Pass
// {
// Name "Universal2D"
// Tags{ "LightMode" = "Universal2D" }
//
// Blend[_SrcBlend][_DstBlend]
// ZWrite[_ZWrite]
// Cull[_Cull]
//
// HLSLPROGRAM
// #pragma exclude_renderers gles gles3 glcore
// #pragma target 4.5
//
// #pragma vertex vert
// #pragma fragment frag
// #pragma shader_feature_local_fragment _ALPHATEST_ON
// #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
//
// #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
// #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
// ENDHLSL
// }
Pass{
Name "BakedRaytrace"
Tags{ "LightMode" = "BakedRaytrace" }
HLSLPROGRAM
#pragma target 4.0
#pragma raytracing BakedRaytrace
#pragma shader_feature_local _EMISSION
#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"
}