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- Shader "Universal Render Pipeline/Baked Lit"
- {
- Properties
- {
- [MainTexture] _BaseMap("Texture", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
- _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
- _BumpMap("Normal Map", 2D) = "bump" {}
-
- // BlendMode
- _Surface("__surface", Float) = 0.0
- _Blend("__mode", Float) = 0.0
- _Cull("__cull", Float) = 2.0
- [ToggleUI] _AlphaClip("__clip", Float) = 0.0
- [HideInInspector] _BlendOp("__blendop", 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] _AlphaToMask("__alphaToMask", Float) = 0.0
- [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
-
- // Editmode props
- _QueueOffset("Queue offset", 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"
- "IgnoreProjector" = "True"
- "RenderPipeline" = "UniversalPipeline"
- }
- LOD 100
-
- // -------------------------------------
- // Render State Commands
- Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
- ZWrite [_ZWrite]
- Cull [_Cull]
-
- Pass
- {
- Name "BakedLit"
- Tags
- {
- "LightMode" = "UniversalForwardOnly"
- }
-
- // -------------------------------------
- // Render State Commands
- AlphaToMask[_AlphaToMask]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex BakedLitForwardPassVertex
- #pragma fragment BakedLitForwardPassFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ALPHAMODULATE_ON
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #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 _ USE_LEGACY_LIGHTMAPS
- #pragma multi_compile_fog
- #pragma multi_compile _ DEBUG_DISPLAY
- #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
- // Lighting include is needed because of GI
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- Tags
- {
- "LightMode" = "DepthOnly"
- }
-
- // -------------------------------------
- // Render State Commands
- ZWrite On
- ColorMask R
-
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
-
- // -------------------------------------
- // 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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
-
- // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags
- {
- "LightMode" = "DepthNormalsOnly"
- }
-
- // -------------------------------------
- // 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_fragment _ALPHATEST_ON
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
- ENDHLSL
- }
-
- // Same as DepthNormals pass, but used for deferred renderer and forwardOnly materials.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags
- {
- "LightMode" = "DepthNormalsOnly"
- }
-
- // -------------------------------------
- // 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_fragment _ALPHATEST_ON
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
-
- //--------------------------------------
- // Defines
- #define BUMP_SCALE_NOT_SUPPORTED 1
-
- //--------------------------------------
- // 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/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.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 UniversalFragmentMetaUnlit
-
- // -------------------------------------
- // Unity defined keywords
- #pragma shader_feature EDITOR_VISUALIZATION
-
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "Universal2D"
- Tags
- {
- "LightMode" = "Universal2D"
- }
-
- // -------------------------------------
- // Render State Commands
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
-
- 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/BakedLitInput.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/BakedLitInput.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/BakedLitInput.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
- ENDHLSL
- }
- }
-
- FallBack "Universal Render Pipeline/Unlit"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
- }
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