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Unlit.shader 11KB

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  1. Shader "Universal Render Pipeline/Unlit"
  2. {
  3. Properties
  4. {
  5. [MainTexture] _BaseMap("Texture", 2D) = "white" {}
  6. [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
  7. _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
  8. // BlendMode
  9. _Surface("__surface", Float) = 0.0
  10. _Blend("__mode", Float) = 0.0
  11. _Cull("__cull", Float) = 2.0
  12. [ToggleUI] _AlphaClip("__clip", Float) = 0.0
  13. [HideInInspector] _BlendOp("__blendop", Float) = 0.0
  14. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  15. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  16. [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
  17. [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
  18. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  19. [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
  20. [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
  21. // Editmode props
  22. _QueueOffset("Queue offset", Float) = 0.0
  23. // ObsoleteProperties
  24. [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
  25. [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
  26. [HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit
  27. }
  28. SubShader
  29. {
  30. Tags
  31. {
  32. "RenderType" = "Opaque"
  33. "IgnoreProjector" = "True"
  34. "UniversalMaterialType" = "Unlit"
  35. "RenderPipeline" = "UniversalPipeline"
  36. }
  37. LOD 100
  38. // -------------------------------------
  39. // Render State Commands
  40. Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
  41. ZWrite [_ZWrite]
  42. Cull [_Cull]
  43. Pass
  44. {
  45. Name "Unlit"
  46. // -------------------------------------
  47. // Render State Commands
  48. AlphaToMask[_AlphaToMask]
  49. HLSLPROGRAM
  50. #pragma target 2.0
  51. // -------------------------------------
  52. // Shader Stages
  53. #pragma vertex UnlitPassVertex
  54. #pragma fragment UnlitPassFragment
  55. // -------------------------------------
  56. // Material Keywords
  57. #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
  58. #pragma shader_feature_local_fragment _ALPHATEST_ON
  59. #pragma shader_feature_local_fragment _ALPHAMODULATE_ON
  60. // -------------------------------------
  61. // Unity defined keywords
  62. #pragma multi_compile_fog
  63. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  64. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  65. #pragma multi_compile _ DEBUG_DISPLAY
  66. #pragma multi_compile _ LOD_FADE_CROSSFADE
  67. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  68. //--------------------------------------
  69. // GPU Instancing
  70. #pragma multi_compile_instancing
  71. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  72. // -------------------------------------
  73. // Includes
  74. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  75. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl"
  76. ENDHLSL
  77. }
  78. // Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer for non-lighting effects.
  79. // Deferred lighting is stenciled out.
  80. Pass
  81. {
  82. Name "GBuffer"
  83. Tags
  84. {
  85. "LightMode" = "UniversalGBuffer"
  86. }
  87. HLSLPROGRAM
  88. #pragma target 4.5
  89. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  90. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  91. #pragma exclude_renderers gles3 glcore
  92. // -------------------------------------
  93. // Shader Stages
  94. #pragma vertex UnlitPassVertex
  95. #pragma fragment UnlitPassFragment
  96. // -------------------------------------
  97. // Material Keywords
  98. #pragma shader_feature_local_fragment _ALPHATEST_ON
  99. #pragma shader_feature_local_fragment _ALPHAMODULATE_ON
  100. // -------------------------------------
  101. // Unity defined keywords
  102. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  103. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  104. #pragma multi_compile _ LOD_FADE_CROSSFADE
  105. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  106. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  107. //--------------------------------------
  108. // GPU Instancing
  109. #pragma multi_compile_instancing
  110. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  111. // -------------------------------------
  112. // Includes
  113. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  114. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl"
  115. ENDHLSL
  116. }
  117. Pass
  118. {
  119. Name "DepthOnly"
  120. Tags
  121. {
  122. "LightMode" = "DepthOnly"
  123. }
  124. // -------------------------------------
  125. // Render State Commands
  126. ZWrite On
  127. ColorMask R
  128. HLSLPROGRAM
  129. #pragma target 2.0
  130. // -------------------------------------
  131. // Shader Stages
  132. #pragma vertex DepthOnlyVertex
  133. #pragma fragment DepthOnlyFragment
  134. // -------------------------------------
  135. // Material Keywords
  136. #pragma shader_feature_local _ALPHATEST_ON
  137. // -------------------------------------
  138. // Unity defined keywords
  139. #pragma multi_compile _ LOD_FADE_CROSSFADE
  140. //--------------------------------------
  141. // GPU Instancing
  142. #pragma multi_compile_instancing
  143. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  144. // -------------------------------------
  145. // Includes
  146. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  147. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  148. ENDHLSL
  149. }
  150. Pass
  151. {
  152. Name "DepthNormalsOnly"
  153. Tags
  154. {
  155. "LightMode" = "DepthNormalsOnly"
  156. }
  157. // -------------------------------------
  158. // Render State Commands
  159. ZWrite On
  160. HLSLPROGRAM
  161. #pragma target 2.0
  162. // -------------------------------------
  163. // Shader Stages
  164. #pragma vertex DepthNormalsVertex
  165. #pragma fragment DepthNormalsFragment
  166. // -------------------------------------
  167. // Material Keywords
  168. #pragma shader_feature_local _ALPHATEST_ON
  169. // -------------------------------------
  170. // Universal Pipeline keywords
  171. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
  172. #pragma multi_compile _ LOD_FADE_CROSSFADE
  173. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  174. //--------------------------------------
  175. // GPU Instancing
  176. #pragma multi_compile_instancing
  177. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  178. // -------------------------------------
  179. // Includes
  180. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  181. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl"
  182. ENDHLSL
  183. }
  184. // This pass it not used during regular rendering, only for lightmap baking.
  185. Pass
  186. {
  187. Name "Meta"
  188. Tags
  189. {
  190. "LightMode" = "Meta"
  191. }
  192. // -------------------------------------
  193. // Render State Commands
  194. Cull Off
  195. HLSLPROGRAM
  196. #pragma target 2.0
  197. // -------------------------------------
  198. // Shader Stages
  199. #pragma vertex UniversalVertexMeta
  200. #pragma fragment UniversalFragmentMetaUnlit
  201. // -------------------------------------
  202. // Unity defined keywords
  203. #pragma shader_feature EDITOR_VISUALIZATION
  204. // -------------------------------------
  205. // Includes
  206. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  207. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
  208. ENDHLSL
  209. }
  210. Pass
  211. {
  212. Name "MotionVectors"
  213. Tags { "LightMode" = "MotionVectors" }
  214. ColorMask RG
  215. HLSLPROGRAM
  216. #pragma shader_feature_local _ALPHATEST_ON
  217. #pragma multi_compile _ LOD_FADE_CROSSFADE
  218. #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
  219. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  220. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
  221. ENDHLSL
  222. }
  223. Pass
  224. {
  225. Name "XRMotionVectors"
  226. Tags { "LightMode" = "XRMotionVectors" }
  227. ColorMask RGBA
  228. // Stencil write for obj motion pixels
  229. Stencil
  230. {
  231. WriteMask 1
  232. Ref 1
  233. Comp Always
  234. Pass Replace
  235. }
  236. HLSLPROGRAM
  237. #pragma shader_feature_local _ALPHATEST_ON
  238. #pragma multi_compile _ LOD_FADE_CROSSFADE
  239. #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
  240. #define APLICATION_SPACE_WARP_MOTION 1
  241. #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
  242. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
  243. ENDHLSL
  244. }
  245. }
  246. FallBack "Hidden/Universal Render Pipeline/FallbackError"
  247. CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.UnlitShader"
  248. }