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- Shader "Universal Render Pipeline/Lit"
- {
- 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" {}
- [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" {}
- // 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] _ZWrite("__zw", Float) = 1.0
- [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
- {
- // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
- // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
- // material work with both Universal Render Pipeline and Builtin Unity Pipeline
- Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- 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]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _EMISSION
- #pragma shader_feature _METALLICSPECGLOSSMAP
- #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _OCCLUSIONMAP
- #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature _SPECULAR_SETUP
- #pragma shader_feature _RECEIVE_SHADOWS_OFF
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- #include "LitInput.hlsl"
- #include "LitForwardPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ZTest LEqual
- Cull[_Cull]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _ALPHATEST_ON
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- Cull[_Cull]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
- // This pass it not used during regular rendering, only for lightmap baking.
- Pass
- {
- Name "Meta"
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #pragma shader_feature _SPECULAR_SETUP
- #pragma shader_feature _EMISSION
- #pragma shader_feature _METALLICSPECGLOSSMAP
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature _SPECGLOSSMAP
- #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
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex vert
- #pragma fragment frag
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ALPHAPREMULTIPLY_ON
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
- }
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