// An extremely stripped down Universal Pipeline lit shader. // * Note * this shader should not be used in production, it is only for demonstration purposes for // use in the Unity Editor. // // The only significant difference between this shader and the standard UPR "lit.shader" is the // setting of "ZTest Always". This is required to facilitate correct rendering of overlapping base // map features, such as roads or parks. // // For production use, a less stripped down version of the standard "lit.shader" (or other URP // shader) should be used, with the addition of the "ZTest Always" setting as shown below. Shader "Universal Render Pipeline/GoogleURPBaseMap" { Properties { // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [MainTexture] _BaseMap("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [Gamma] _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" {} _ZWrite2("ZWrite", Float) = 1.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _ZWrite("__zw", Float) = 1.0 // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _Cull("__cull", Float) = 2.0 _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 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 } SubShader { 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] // **************************************************** // ** Required setting for Google Maps Compatibility ** // **************************************************** // // Materials for Google map ground plane features require ZTest Always to prevent // z-fighting between overlapping features. // ZTest Always HLSLPROGRAM // ------------------------------------- // Material Keywords #pragma shader_feature _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #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 } } FallBack "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" }