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- // Complex Lit is superset of Lit, but provides
- // advanced material properties and is always forward rendered.
- // It also has higher hardware and shader model requirements.
- Shader "Universal Render Pipeline/Complex Lit"
- {
- Properties
- {
- // Specular vs Metallic workflow
- _WorkflowMode("WorkflowMode", Float) = 1.0
-
- [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
-
- _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
-
- _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
- _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
-
- _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" {}
-
- _Parallax("Scale", Range(0.005, 0.08)) = 0.005
- _ParallaxMap("Height Map", 2D) = "black" {}
-
- _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
- _OcclusionMap("Occlusion", 2D) = "white" {}
-
- [HDR] _EmissionColor("Color", Color) = (0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
-
- _DetailMask("Detail Mask", 2D) = "white" {}
- _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
- _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
- _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
- [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
-
- [ToggleUI] _ClearCoat("Clear Coat", Float) = 0.0
- _ClearCoatMap("Clear Coat Map", 2D) = "white" {}
- _ClearCoatMask("Clear Coat Mask", Range(0.0, 1.0)) = 0.0
- _ClearCoatSmoothness("Clear Coat Smoothness", Range(0.0, 1.0)) = 1.0
-
- // Blending state
- _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] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
- [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
- [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
-
- [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
- // 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
- {
- // 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"
- "UniversalMaterialType" = "ComplexLit"
- "IgnoreProjector" = "True"
- }
- LOD 300
-
- // ------------------------------------------------------------------
- // Forward only pass.
- // Acts also as an opaque forward fallback for deferred rendering.
- 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" = "UniversalForwardOnly"
- }
-
- // -------------------------------------
- // Render State Commands
- Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
- ZWrite[_ZWrite]
- Cull[_Cull]
- AlphaToMask[_AlphaToMask]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local _PARALLAXMAP
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local_fragment _ _CLEARCOAT _CLEARCOATMAP
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
-
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
-
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- Name "ShadowCaster"
- Tags
- {
- "LightMode" = "ShadowCaster"
- }
-
- // -------------------------------------
- // Render State Commands
- ZWrite On
- ZTest LEqual
- ColorMask 0
- Cull[_Cull]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LOD_FADE_CROSSFADE
-
- // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
- #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
-
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- //
- // Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer data.
- // Deferred lighting is stenciled out for ComplexLit and rendered as forward.
- Name "GBuffer"
- Tags
- {
- "LightMode" = "UniversalGBuffer"
- }
-
- // -------------------------------------
- // Render State Commands
- ZWrite[_ZWrite]
- ZTest LEqual
- Cull[_Cull]
-
- HLSLPROGRAM
- #pragma target 4.5
-
- // Deferred Rendering Path does not support the OpenGL-based graphics API:
- // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
- #pragma exclude_renderers gles3 glcore
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex LitGBufferPassVertex
- #pragma fragment LitGBufferPassFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local_fragment _OCCLUSIONMAP
- #pragma shader_feature_local _PARALLAXMAP
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
-
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
-
- // -------------------------------------
- // Includes
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthOnly"
- Tags
- {
- "LightMode" = "DepthOnly"
- }
-
- // -------------------------------------
- // Render State Commands
- ZWrite On
- ColorMask R
- Cull[_Cull]
-
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // Shader Stages
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
-
- // -------------------------------------
- // 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/LitInput.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 _PARALLAXMAP
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local _ALPHATEST_ON
- #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
-
- // -------------------------------------
- // 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/LitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.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 UniversalFragmentMetaLit
-
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _SPECULAR_SETUP
- #pragma shader_feature_local_fragment _EMISSION
- #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
- #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
- #pragma shader_feature EDITOR_VISUALIZATION
-
- // -------------------------------------
- // Includes
- #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"
- }
-
- // -------------------------------------
- // 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/LitInput.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/LitInput.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- Name "XRMotionVectors"
- Tags { "LightMode" = "XRMotionVectors" }
- ColorMask RGB
-
- // 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/LitInput.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
- ENDHLSL
- }
- }
-
- //////////////////////////////////////////////////////
-
- FallBack "Hidden/Universal Render Pipeline/Lit"
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
- }
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