Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" { Properties { _MainTex("Diffuse", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} _ZWrite("ZWrite", Float) = 0 // Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader. [HideInInspector] _Color("Tint", Color) = (1,1,1,1) [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) [HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {} [HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0 } SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha Cull Off ZWrite [_ZWrite] ZTest Off Pass { Tags { "LightMode" = "Universal2D" } HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #pragma vertex CombinedShapeLightVertex #pragma fragment CombinedShapeLightFragment #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShapeLightShared.hlsl" #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; half2 lightingUV : TEXCOORD1; #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD2; #endif UNITY_VERTEX_OUTPUT_STEREO }; #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex); TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START(UnityPerMaterial) half4 _Color; CBUFFER_END #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif Varyings CombinedShapeLightVertex(Attributes v) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(v.positionOS); #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(v.positionOS); #endif o.uv = v.uv; o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy); o.color = v.color * _Color * unity_SpriteColor; return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" half4 CombinedShapeLightFragment(Varyings i) : SV_Target { const half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); const half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); SurfaceData2D surfaceData; InputData2D inputData; InitializeSurfaceData(main.rgb, main.a, mask, surfaceData); InitializeInputData(i.uv, i.lightingUV, inputData); SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex); return CombinedShapeLightShared(surfaceData, inputData); } ENDHLSL } Pass { ZWrite Off Tags { "LightMode" = "NormalsRendering"} HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #pragma vertex NormalsRenderingVertex #pragma fragment NormalsRenderingFragment #pragma multi_compile _ SKINNED_SPRITE struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; float4 tangent : TANGENT; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; half3 normalWS : TEXCOORD1; half3 tangentWS : TEXCOORD2; half3 bitangentWS : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START( UnityPerMaterial ) half4 _Color; CBUFFER_END Varyings NormalsRenderingVertex(Attributes attributes) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(attributes); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(attributes); attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(attributes.positionOS); o.uv = attributes.uv; o.color = attributes.color; o.normalWS = -GetViewForwardDir(); o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz); o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w; return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" half4 NormalsRenderingFragment(Varyings i) : SV_Target { const half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); const half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv)); return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz); } ENDHLSL } Pass { Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #if defined(DEBUG_DISPLAY) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #endif #pragma vertex UnlitVertex #pragma fragment UnlitFragment #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; #if defined(DEBUG_DISPLAY) float3 positionWS : TEXCOORD2; #endif UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex); // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START( UnityPerMaterial ) half4 _Color; CBUFFER_END Varyings UnlitVertex(Attributes attributes) { Varyings o = (Varyings)0; UNITY_SETUP_INSTANCE_ID(attributes); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(attributes); attributes.positionOS = UnityFlipSprite( attributes.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(attributes.positionOS); #if defined(DEBUG_DISPLAY) o.positionWS = TransformObjectToWorld(attributes.positionOS); #endif o.uv = attributes.uv; o.color = attributes.color * _Color * unity_SpriteColor; return o; } float4 UnlitFragment(Varyings i) : SV_Target { float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InputData2D inputData; half4 debugColor = 0; InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData); InitializeInputData(i.uv, inputData); SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex); if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif return mainTex; } ENDHLSL } } Fallback "Sprites/Default" }