// 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" }