469 lines
18 KiB
Plaintext
469 lines
18 KiB
Plaintext
|
// Shader targeted for low end devices. Single Pass Forward Rendering.
|
||
|
Shader "Universal Render Pipeline/Simple Lit"
|
||
|
{
|
||
|
// Keep properties of StandardSpecular shader for upgrade reasons.
|
||
|
Properties
|
||
|
{
|
||
|
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
|
||
|
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
|
||
|
|
||
|
_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
|
||
|
|
||
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
|
||
|
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
|
||
|
_SpecGlossMap("Specular Map", 2D) = "white" {}
|
||
|
_SmoothnessSource("Smoothness Source", Float) = 0.0
|
||
|
_SpecularHighlights("Specular Highlights", Float) = 1.0
|
||
|
|
||
|
[HideInInspector] _BumpScale("Scale", Float) = 1.0
|
||
|
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
|
||
|
|
||
|
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
||
|
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
|
||
|
|
||
|
// 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] _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
|
||
|
// Editmode props
|
||
|
_QueueOffset("Queue offset", Float) = 0.0
|
||
|
|
||
|
// ObsoleteProperties
|
||
|
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
|
||
|
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
|
||
|
[HideInInspector] _Shininess("Smoothness", Float) = 0.0
|
||
|
[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
|
||
|
[HideInInspector] _SpecSource("SpecularHighlights", 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" = "SimpleLit"
|
||
|
"IgnoreProjector" = "True"
|
||
|
}
|
||
|
LOD 300
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "ForwardLit"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "UniversalForward"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
// Use same blending / depth states as Standard shader
|
||
|
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
||
|
ZWrite[_ZWrite]
|
||
|
Cull[_Cull]
|
||
|
AlphaToMask[_AlphaToMask]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex LitPassVertexSimple
|
||
|
#pragma fragment LitPassFragmentSimple
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local _NORMALMAP
|
||
|
#pragma shader_feature_local_fragment _EMISSION
|
||
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
|
||
|
#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 _ _SPECGLOSSMAP _SPECULAR_COLOR
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
|
||
|
// -------------------------------------
|
||
|
// 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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
#pragma multi_compile _ _LIGHT_LAYERS
|
||
|
#pragma multi_compile _ _FORWARD_PLUS
|
||
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||
|
#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/ProbeVolumeVariants.hlsl"
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||
|
#pragma multi_compile_fog
|
||
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma instancing_options renderinglayer
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
//--------------------------------------
|
||
|
// Defines
|
||
|
#define BUMP_SCALE_NOT_SUPPORTED 1
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "ShadowCaster"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "ShadowCaster"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
ZWrite On
|
||
|
ZTest LEqual
|
||
|
ColorMask 0
|
||
|
Cull[_Cull]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex ShadowPassVertex
|
||
|
#pragma fragment ShadowPassFragment
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
// 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
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "GBuffer"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "UniversalGBuffer"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
ZWrite[_ZWrite]
|
||
|
ZTest LEqual
|
||
|
Cull[_Cull]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 4.5
|
||
|
|
||
|
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
||
|
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
||
|
#pragma exclude_renderers gles3 glcore
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex LitPassVertexSimple
|
||
|
#pragma fragment LitPassFragmentSimple
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||
|
//#pragma shader_feature _ALPHAPREMULTIPLY_ON
|
||
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
#pragma shader_feature_local _NORMALMAP
|
||
|
#pragma shader_feature_local_fragment _EMISSION
|
||
|
#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 _ _SHADOWS_SOFT
|
||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
|
||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma instancing_options renderinglayer
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
//--------------------------------------
|
||
|
// Defines
|
||
|
#define BUMP_SCALE_NOT_SUPPORTED 1
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "DepthOnly"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "DepthOnly"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
ZWrite On
|
||
|
ColorMask R
|
||
|
Cull[_Cull]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex DepthOnlyVertex
|
||
|
#pragma fragment DepthOnlyFragment
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
ZWrite On
|
||
|
Cull[_Cull]
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex DepthNormalsVertex
|
||
|
#pragma fragment DepthNormalsFragment
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local _NORMALMAP
|
||
|
#pragma shader_feature_local _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
||
|
|
||
|
// Universal Pipeline keywords
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#pragma multi_compile_instancing
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
// This pass it not used during regular rendering, only for lightmap baking.
|
||
|
Pass
|
||
|
{
|
||
|
Name "Meta"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "Meta"
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Render State Commands
|
||
|
Cull Off
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex UniversalVertexMeta
|
||
|
#pragma fragment UniversalFragmentMetaSimple
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local_fragment _EMISSION
|
||
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
||
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "Universal2D"
|
||
|
Tags
|
||
|
{
|
||
|
"LightMode" = "Universal2D"
|
||
|
"RenderType" = "Transparent"
|
||
|
"Queue" = "Transparent"
|
||
|
}
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Material Keywords
|
||
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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/SimpleLitInput.hlsl"
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "XRMotionVectors"
|
||
|
Tags { "LightMode" = "XRMotionVectors" }
|
||
|
ColorMask RGBA
|
||
|
|
||
|
// Stencil write for obj motion pixels
|
||
|
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/SimpleLitInput.hlsl"
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
||
|
ENDHLSL
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Fallback "Hidden/Universal Render Pipeline/FallbackError"
|
||
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
|
||
|
}
|