| |
| |
| |
| Shader "Universal Render Pipeline/Complex Lit" |
| { |
| Properties |
| { |
| |
| _WorkflowMode("WorkflowMode", Float) = 1.0 |
|
|
| [MainTexture] _BaseMap("Albedo", 2D) = "white" {} |
| [MainColor] _BaseColor("Color", Color) = (1,1,1,1) |
|
|
| _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|
|
| _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 |
| _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 |
|
|
| _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
| _MetallicGlossMap("Metallic", 2D) = "white" {} |
|
|
| _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) |
| _SpecGlossMap("Specular", 2D) = "white" {} |
|
|
| [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
| [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 |
|
|
| _BumpScale("Scale", Float) = 1.0 |
| _BumpMap("Normal Map", 2D) = "bump" {} |
|
|
| _Parallax("Scale", Range(0.005, 0.08)) = 0.005 |
| _ParallaxMap("Height Map", 2D) = "black" {} |
|
|
| _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 |
| _OcclusionMap("Occlusion", 2D) = "white" {} |
|
|
| [HDR] _EmissionColor("Color", Color) = (0,0,0) |
| _EmissionMap("Emission", 2D) = "white" {} |
|
|
| _DetailMask("Detail Mask", 2D) = "white" {} |
| _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 |
| _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} |
| _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 |
| [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} |
|
|
| [ToggleUI] _ClearCoat("Clear Coat", Float) = 0.0 |
| _ClearCoatMap("Clear Coat Map", 2D) = "white" {} |
| _ClearCoatMask("Clear Coat Mask", Range(0.0, 1.0)) = 0.0 |
| _ClearCoatSmoothness("Clear Coat Smoothness", Range(0.0, 1.0)) = 1.0 |
|
|
| |
| _Surface("__surface", Float) = 0.0 |
| _Blend("__mode", Float) = 0.0 |
| _Cull("__cull", Float) = 2.0 |
| [ToggleUI] _AlphaClip("__clip", Float) = 0.0 |
| [HideInInspector] _BlendOp("__blendop", Float) = 0.0 |
| [HideInInspector] _SrcBlend("__src", Float) = 1.0 |
| [HideInInspector] _DstBlend("__dst", Float) = 0.0 |
| [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0 |
| [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0 |
| [HideInInspector] _ZWrite("__zw", Float) = 1.0 |
| [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 |
| [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 |
| [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 |
|
|
| [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 |
| |
| _QueueOffset("Queue offset", Float) = 0.0 |
|
|
| [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} |
| [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} |
| [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} |
| } |
|
|
| SubShader |
| { |
| |
| |
| |
| Tags |
| { |
| "RenderType" = "Opaque" |
| "RenderPipeline" = "UniversalPipeline" |
| "UniversalMaterialType" = "ComplexLit" |
| "IgnoreProjector" = "True" |
| } |
| LOD 300 |
|
|
| |
| |
| |
| Pass |
| { |
| |
| |
| Name "ForwardLit" |
| Tags |
| { |
| "LightMode" = "UniversalForwardOnly" |
| } |
|
|
| |
| |
| Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] |
| ZWrite[_ZWrite] |
| Cull[_Cull] |
| AlphaToMask[_AlphaToMask] |
|
|
| HLSLPROGRAM |
| #pragma target 2.0 |
|
|
| |
| |
| #pragma vertex LitPassVertex |
| #pragma fragment LitPassFragment |
|
|
| |
| |
| #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 _ALPHAMODULATE_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 _ _CLEARCOAT _CLEARCOATMAP |
| #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF |
| #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF |
| #pragma shader_feature_local_fragment _SPECULAR_SETUP |
|
|
| |
| |
| #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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX |
| #pragma multi_compile _ _LIGHT_LAYERS |
| #pragma multi_compile _ _FORWARD_PLUS |
| #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS |
| #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING |
| #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION |
| #pragma multi_compile_fragment _ _SHADOWS_SOFT |
| #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH |
| #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION |
| #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 |
| #pragma multi_compile_fragment _ _LIGHT_COOKIES |
| #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" |
|
|
|
|
| |
| |
| #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 _ USE_LEGACY_LIGHTMAPS |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
| #pragma multi_compile_fog |
| #pragma multi_compile_fragment _ DEBUG_DISPLAY |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" |
|
|
| |
| |
| #pragma multi_compile_instancing |
| #pragma instancing_options renderinglayer |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" |
|
|
| |
| |
| #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 target 2.0 |
|
|
| |
| |
| #pragma vertex ShadowPassVertex |
| #pragma fragment ShadowPassFragment |
|
|
| |
| |
| #pragma shader_feature_local _ALPHATEST_ON |
| #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|
|
| |
| |
| #pragma multi_compile_instancing |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" |
|
|
| |
| |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
|
|
| |
| #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW |
|
|
| |
| |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" |
| ENDHLSL |
| } |
|
|
| Pass |
| { |
| |
| |
| |
| |
| |
| Name "GBuffer" |
| Tags |
| { |
| "LightMode" = "UniversalGBuffer" |
| } |
|
|
| |
| |
| ZWrite[_ZWrite] |
| ZTest LEqual |
| Cull[_Cull] |
|
|
| HLSLPROGRAM |
| #pragma target 4.5 |
|
|
| |
| |
| #pragma exclude_renderers gles3 glcore |
|
|
| |
| |
| #pragma vertex LitGBufferPassVertex |
| #pragma fragment LitGBufferPassFragment |
|
|
| |
| |
| #pragma shader_feature_local _NORMALMAP |
| #pragma shader_feature_local_fragment _ALPHATEST_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 |
|
|
| |
| |
| #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
| |
| |
| #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 _ _RENDER_PASS_ENABLED |
| #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" |
|
|
| |
| |
| #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 _ USE_LEGACY_LIGHTMAPS |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
| #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" |
|
|
| |
| |
| #pragma multi_compile_instancing |
| #pragma instancing_options renderinglayer |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" |
|
|
| |
| |
| #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 R |
| Cull[_Cull] |
|
|
| HLSLPROGRAM |
| #pragma target 2.0 |
|
|
| |
| |
| #pragma vertex DepthOnlyVertex |
| #pragma fragment DepthOnlyFragment |
|
|
| |
| |
| #pragma shader_feature_local _ALPHATEST_ON |
| #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|
|
| |
| |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
|
|
| |
| |
| #pragma multi_compile_instancing |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" |
|
|
| |
| |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" |
| ENDHLSL |
| } |
|
|
| |
| Pass |
| { |
| Name "DepthNormalsOnly" |
| Tags |
| { |
| "LightMode" = "DepthNormalsOnly" |
| } |
|
|
| |
| |
| ZWrite On |
| Cull[_Cull] |
|
|
| HLSLPROGRAM |
| #pragma target 2.0 |
|
|
| |
| |
| #pragma vertex DepthNormalsVertex |
| #pragma fragment DepthNormalsFragment |
|
|
| |
| |
| #pragma shader_feature_local _NORMALMAP |
| #pragma shader_feature_local _PARALLAXMAP |
| #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED |
| #pragma shader_feature_local _ALPHATEST_ON |
| #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|
|
| |
| |
| #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" |
|
|
| |
| |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
|
|
| |
| |
| #pragma multi_compile_instancing |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" |
|
|
| |
| |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl" |
| ENDHLSL |
| } |
|
|
| |
| Pass |
| { |
| Name "Meta" |
| Tags |
| { |
| "LightMode" = "Meta" |
| } |
|
|
| |
| |
| Cull Off |
|
|
| HLSLPROGRAM |
| #pragma target 2.0 |
|
|
| |
| |
| #pragma vertex UniversalVertexMeta |
| #pragma fragment UniversalFragmentMetaLit |
|
|
| |
| |
| #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 |
| #pragma shader_feature EDITOR_VISUALIZATION |
|
|
| |
| |
| #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 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 |
| } |
|
|
| Pass |
| { |
| Name "MotionVectors" |
| Tags { "LightMode" = "MotionVectors" } |
| ColorMask RG |
|
|
| HLSLPROGRAM |
| #pragma shader_feature_local _ALPHATEST_ON |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
| #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY |
|
|
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" |
| ENDHLSL |
| } |
|
|
| Pass |
| { |
| Name "XRMotionVectors" |
| Tags { "LightMode" = "XRMotionVectors" } |
| ColorMask RGB |
|
|
| |
| Stencil |
| { |
| WriteMask 1 |
| Ref 1 |
| Comp Always |
| Pass Replace |
| } |
|
|
| HLSLPROGRAM |
| #pragma shader_feature_local _ALPHATEST_ON |
| #pragma multi_compile _ LOD_FADE_CROSSFADE |
| #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY |
| #define APLICATION_SPACE_WARP_MOTION 1 |
|
|
| #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" |
| #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" |
| ENDHLSL |
| } |
| } |
|
|
| |
|
|
| FallBack "Hidden/Universal Render Pipeline/Lit" |
| FallBack "Hidden/Universal Render Pipeline/FallbackError" |
| CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" |
| } |
|
|