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- // 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] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
- [MainColor] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
- _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
- _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
- _SpecGlossMap("Specular Map", 2D) = "white" {}
- [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0
- [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
- [HideInInspector] _BumpScale("Scale", Float) = 1.0
- [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
- _EmissionColor("Emission Color", Color) = (0,0,0)
- [NoScaleOffset]_EmissionMap("Emission Map", 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
- [ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
- // Editmode props
- [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
- [HideInInspector] _Smoothness("SMoothness", Float) = 0.5
- // 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
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- LOD 300
- Pass
- {
- Name "ForwardLit"
- Tags { "LightMode" = "UniversalForward" }
- // Use same blending / depth states as Standard shader
- 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 target 2.0
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _ALPHATEST_ON
- #pragma shader_feature _ALPHAPREMULTIPLY_ON
- #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
- #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _EMISSION
- #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 LitPassVertexSimple
- #pragma fragment LitPassFragmentSimple
- #define BUMP_SCALE_NOT_SUPPORTED 1
- #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"}
- 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
- #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 _GLOSSINESS_FROM_BASE_ALPHA
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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 UniversalFragmentMetaSimple
- #pragma shader_feature _EMISSION
- #pragma shader_feature _SPECGLOSSMAP
- #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" }
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
- 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/SimpleLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
- ENDHLSL
- }
- }
- Fallback "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader"
- }
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