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Lit.shader 21KB

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  1. Shader "Universal Render Pipeline/Lit"
  2. {
  3. Properties
  4. {
  5. // Specular vs Metallic workflow
  6. _WorkflowMode("WorkflowMode", Float) = 1.0
  7. [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
  8. [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
  9. _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
  10. _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
  11. _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
  12. _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  13. _MetallicGlossMap("Metallic", 2D) = "white" {}
  14. _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
  15. _SpecGlossMap("Specular", 2D) = "white" {}
  16. [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
  17. [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
  18. _BumpScale("Scale", Float) = 1.0
  19. _BumpMap("Normal Map", 2D) = "bump" {}
  20. _Parallax("Scale", Range(0.005, 0.08)) = 0.005
  21. _ParallaxMap("Height Map", 2D) = "black" {}
  22. _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  23. _OcclusionMap("Occlusion", 2D) = "white" {}
  24. [HDR] _EmissionColor("Color", Color) = (0,0,0)
  25. _EmissionMap("Emission", 2D) = "white" {}
  26. _DetailMask("Detail Mask", 2D) = "white" {}
  27. _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
  28. _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
  29. _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
  30. [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
  31. // SRP batching compatibility for Clear Coat (Not used in Lit)
  32. [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
  33. [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
  34. // Blending state
  35. _Surface("__surface", Float) = 0.0
  36. _Blend("__blend", Float) = 0.0
  37. _Cull("__cull", Float) = 2.0
  38. [ToggleUI] _AlphaClip("__clip", Float) = 0.0
  39. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  40. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  41. [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
  42. [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
  43. [HideInInspector] _ZWrite("__zw", Float) = 1.0
  44. [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
  45. [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
  46. [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
  47. [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
  48. // Editmode props
  49. _QueueOffset("Queue offset", Float) = 0.0
  50. // ObsoleteProperties
  51. [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
  52. [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
  53. [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
  54. [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
  55. [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
  56. [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  57. [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  58. [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  59. }
  60. SubShader
  61. {
  62. // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
  63. // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
  64. // material work with both Universal Render Pipeline and Builtin Unity Pipeline
  65. Tags
  66. {
  67. "RenderType" = "Opaque"
  68. "RenderPipeline" = "UniversalPipeline"
  69. "UniversalMaterialType" = "Lit"
  70. "IgnoreProjector" = "True"
  71. }
  72. LOD 300
  73. // ------------------------------------------------------------------
  74. // Forward pass. Shades all light in a single pass. GI + emission + Fog
  75. Pass
  76. {
  77. // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
  78. // no LightMode tag are also rendered by Universal Render Pipeline
  79. Name "ForwardLit"
  80. Tags
  81. {
  82. "LightMode" = "UniversalForward"
  83. }
  84. // -------------------------------------
  85. // Render State Commands
  86. Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
  87. ZWrite[_ZWrite]
  88. Cull[_Cull]
  89. AlphaToMask[_AlphaToMask]
  90. HLSLPROGRAM
  91. #pragma target 2.0
  92. // -------------------------------------
  93. // Shader Stages
  94. #pragma vertex LitPassVertex
  95. #pragma fragment LitPassFragment
  96. // -------------------------------------
  97. // Material Keywords
  98. #pragma shader_feature_local _NORMALMAP
  99. #pragma shader_feature_local _PARALLAXMAP
  100. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  101. #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  102. #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
  103. #pragma shader_feature_local_fragment _ALPHATEST_ON
  104. #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
  105. #pragma shader_feature_local_fragment _EMISSION
  106. #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  107. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  108. #pragma shader_feature_local_fragment _OCCLUSIONMAP
  109. #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  110. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  111. #pragma shader_feature_local_fragment _SPECULAR_SETUP
  112. // -------------------------------------
  113. // Universal Pipeline keywords
  114. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  115. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  116. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  117. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  118. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  119. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  120. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  121. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  122. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  123. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  124. #pragma multi_compile _ _LIGHT_LAYERS
  125. #pragma multi_compile _ _FORWARD_PLUS
  126. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  127. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  128. // -------------------------------------
  129. // Unity defined keywords
  130. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  131. #pragma multi_compile _ SHADOWS_SHADOWMASK
  132. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  133. #pragma multi_compile _ LIGHTMAP_ON
  134. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  135. #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
  136. #pragma multi_compile _ LOD_FADE_CROSSFADE
  137. #pragma multi_compile_fog
  138. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  139. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  140. //--------------------------------------
  141. // GPU Instancing
  142. #pragma multi_compile_instancing
  143. #pragma instancing_options renderinglayer
  144. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  145. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  146. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
  147. ENDHLSL
  148. }
  149. Pass
  150. {
  151. Name "ShadowCaster"
  152. Tags
  153. {
  154. "LightMode" = "ShadowCaster"
  155. }
  156. // -------------------------------------
  157. // Render State Commands
  158. ZWrite On
  159. ZTest LEqual
  160. ColorMask 0
  161. Cull[_Cull]
  162. HLSLPROGRAM
  163. #pragma target 2.0
  164. // -------------------------------------
  165. // Shader Stages
  166. #pragma vertex ShadowPassVertex
  167. #pragma fragment ShadowPassFragment
  168. // -------------------------------------
  169. // Material Keywords
  170. #pragma shader_feature_local _ALPHATEST_ON
  171. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  172. //--------------------------------------
  173. // GPU Instancing
  174. #pragma multi_compile_instancing
  175. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  176. // -------------------------------------
  177. // Universal Pipeline keywords
  178. // -------------------------------------
  179. // Unity defined keywords
  180. #pragma multi_compile _ LOD_FADE_CROSSFADE
  181. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  182. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  183. // -------------------------------------
  184. // Includes
  185. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  186. #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  187. ENDHLSL
  188. }
  189. Pass
  190. {
  191. // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
  192. // no LightMode tag are also rendered by Universal Render Pipeline
  193. Name "GBuffer"
  194. Tags
  195. {
  196. "LightMode" = "UniversalGBuffer"
  197. }
  198. // -------------------------------------
  199. // Render State Commands
  200. ZWrite[_ZWrite]
  201. ZTest LEqual
  202. Cull[_Cull]
  203. HLSLPROGRAM
  204. #pragma target 4.5
  205. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  206. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  207. #pragma exclude_renderers gles3 glcore
  208. // -------------------------------------
  209. // Shader Stages
  210. #pragma vertex LitGBufferPassVertex
  211. #pragma fragment LitGBufferPassFragment
  212. // -------------------------------------
  213. // Material Keywords
  214. #pragma shader_feature_local _NORMALMAP
  215. #pragma shader_feature_local_fragment _ALPHATEST_ON
  216. //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  217. #pragma shader_feature_local_fragment _EMISSION
  218. #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  219. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  220. #pragma shader_feature_local_fragment _OCCLUSIONMAP
  221. #pragma shader_feature_local _PARALLAXMAP
  222. #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  223. #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  224. #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  225. #pragma shader_feature_local_fragment _SPECULAR_SETUP
  226. #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  227. // -------------------------------------
  228. // Universal Pipeline keywords
  229. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  230. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  231. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  232. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  233. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  234. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  235. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  236. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  237. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  238. // -------------------------------------
  239. // Unity defined keywords
  240. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  241. #pragma multi_compile _ SHADOWS_SHADOWMASK
  242. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  243. #pragma multi_compile _ LIGHTMAP_ON
  244. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  245. #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
  246. #pragma multi_compile _ LOD_FADE_CROSSFADE
  247. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  248. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  249. //--------------------------------------
  250. // GPU Instancing
  251. #pragma multi_compile_instancing
  252. #pragma instancing_options renderinglayer
  253. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  254. // -------------------------------------
  255. // Includes
  256. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  257. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
  258. ENDHLSL
  259. }
  260. Pass
  261. {
  262. Name "DepthOnly"
  263. Tags
  264. {
  265. "LightMode" = "DepthOnly"
  266. }
  267. // -------------------------------------
  268. // Render State Commands
  269. ZWrite On
  270. ColorMask R
  271. Cull[_Cull]
  272. HLSLPROGRAM
  273. #pragma target 2.0
  274. // -------------------------------------
  275. // Shader Stages
  276. #pragma vertex DepthOnlyVertex
  277. #pragma fragment DepthOnlyFragment
  278. // -------------------------------------
  279. // Material Keywords
  280. #pragma shader_feature_local _ALPHATEST_ON
  281. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  282. // -------------------------------------
  283. // Unity defined keywords
  284. #pragma multi_compile _ LOD_FADE_CROSSFADE
  285. //--------------------------------------
  286. // GPU Instancing
  287. #pragma multi_compile_instancing
  288. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  289. // -------------------------------------
  290. // Includes
  291. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  292. #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  293. ENDHLSL
  294. }
  295. // This pass is used when drawing to a _CameraNormalsTexture texture
  296. Pass
  297. {
  298. Name "DepthNormals"
  299. Tags
  300. {
  301. "LightMode" = "DepthNormals"
  302. }
  303. // -------------------------------------
  304. // Render State Commands
  305. ZWrite On
  306. Cull[_Cull]
  307. HLSLPROGRAM
  308. #pragma target 2.0
  309. // -------------------------------------
  310. // Shader Stages
  311. #pragma vertex DepthNormalsVertex
  312. #pragma fragment DepthNormalsFragment
  313. // -------------------------------------
  314. // Material Keywords
  315. #pragma shader_feature_local _NORMALMAP
  316. #pragma shader_feature_local _PARALLAXMAP
  317. #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  318. #pragma shader_feature_local _ALPHATEST_ON
  319. #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  320. // -------------------------------------
  321. // Unity defined keywords
  322. #pragma multi_compile _ LOD_FADE_CROSSFADE
  323. // -------------------------------------
  324. // Universal Pipeline keywords
  325. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  326. //--------------------------------------
  327. // GPU Instancing
  328. #pragma multi_compile_instancing
  329. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  330. // -------------------------------------
  331. // Includes
  332. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  333. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
  334. ENDHLSL
  335. }
  336. // This pass it not used during regular rendering, only for lightmap baking.
  337. Pass
  338. {
  339. Name "Meta"
  340. Tags
  341. {
  342. "LightMode" = "Meta"
  343. }
  344. // -------------------------------------
  345. // Render State Commands
  346. Cull Off
  347. HLSLPROGRAM
  348. #pragma target 2.0
  349. // -------------------------------------
  350. // Shader Stages
  351. #pragma vertex UniversalVertexMeta
  352. #pragma fragment UniversalFragmentMetaLit
  353. // -------------------------------------
  354. // Material Keywords
  355. #pragma shader_feature_local_fragment _SPECULAR_SETUP
  356. #pragma shader_feature_local_fragment _EMISSION
  357. #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  358. #pragma shader_feature_local_fragment _ALPHATEST_ON
  359. #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  360. #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  361. #pragma shader_feature_local_fragment _SPECGLOSSMAP
  362. #pragma shader_feature EDITOR_VISUALIZATION
  363. // -------------------------------------
  364. // Includes
  365. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  366. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
  367. ENDHLSL
  368. }
  369. Pass
  370. {
  371. Name "Universal2D"
  372. Tags
  373. {
  374. "LightMode" = "Universal2D"
  375. }
  376. // -------------------------------------
  377. // Render State Commands
  378. Blend[_SrcBlend][_DstBlend]
  379. ZWrite[_ZWrite]
  380. Cull[_Cull]
  381. HLSLPROGRAM
  382. #pragma target 2.0
  383. // -------------------------------------
  384. // Shader Stages
  385. #pragma vertex vert
  386. #pragma fragment frag
  387. // -------------------------------------
  388. // Material Keywords
  389. #pragma shader_feature_local_fragment _ALPHATEST_ON
  390. #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  391. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  392. // -------------------------------------
  393. // Includes
  394. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  395. #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  396. ENDHLSL
  397. }
  398. Pass
  399. {
  400. Name "MotionVectors"
  401. Tags { "LightMode" = "MotionVectors" }
  402. ColorMask RG
  403. HLSLPROGRAM
  404. #pragma shader_feature_local _ALPHATEST_ON
  405. #pragma multi_compile _ LOD_FADE_CROSSFADE
  406. #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
  407. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  408. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
  409. ENDHLSL
  410. }
  411. Pass
  412. {
  413. Name "XRMotionVectors"
  414. Tags { "LightMode" = "XRMotionVectors" }
  415. ColorMask RGBA
  416. // Stencil write for obj motion pixels
  417. Stencil
  418. {
  419. WriteMask 1
  420. Ref 1
  421. Comp Always
  422. Pass Replace
  423. }
  424. HLSLPROGRAM
  425. #pragma shader_feature_local _ALPHATEST_ON
  426. #pragma multi_compile _ LOD_FADE_CROSSFADE
  427. #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
  428. #define APLICATION_SPACE_WARP_MOTION 1
  429. #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  430. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
  431. ENDHLSL
  432. }
  433. }
  434. FallBack "Hidden/Universal Render Pipeline/FallbackError"
  435. CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
  436. }