Shader "Lux URP/Lit Extended" { Properties { _Rim("Enable Rim Lighting", Float) = 0 _RimColor("Rim Color", Color) = (0.5,0.5,0.5,1) _RimPower("Rim Power", Float) = 2 _RimMinPower("Rim Min Power", Float) = 1 _RimFrequency("Rim Frequency", Float) = 0 _RimPerPositionFrequency("Rim Per PositionFrequency", Range(0.0, 1.0)) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 _Stencil ("Stencil ID", Int) = 2 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 8 // always [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 2 // 2 = replace [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 2 [IntRange] _ReadMask ("Read Mask", Range (0, 255)) = 255 [IntRange] _WriteMask ("Write Mask", Range (0, 255)) = 255 // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [MainTexture] _BaseMap("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [Gamma] _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" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} [HDR] _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 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 _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 // ObsoleteProperties [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1) [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0 [HideInInspector] _Glossiness("Smoothness", Float) = 0.0 [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 } SubShader { // Lightweight Pipeline tag is required. If Lightweight 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 Lightweight Render Pipeline and Builtin Unity Pipeline Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } LOD 300 // ------------------------------------------------------------------ // Forward pass. Shades all light in a single pass. GI + emission + Fog Pass { // Lightmode matches the ShaderPassName set in LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Lightweight Render Pipeline Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Stencil { Ref [_Stencil] ReadMask [_ReadMask] WriteMask [_WriteMask] Comp [_StencilComp] Pass [_StencilOp] Fail [_StencilFail] ZFail [_StencilZFail] //replace } Blend[_SrcBlend][_DstBlend] ZTest [_ZTest] 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_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_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _RIMLIGHTING // ------------------------------------- // 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex LitPassVertex #pragma fragment LitPassFragmentRim #include "Includes/Lux URP Lit Extended Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" half4 LitPassFragmentRim(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeStandardLitSurfaceData(input.uv, surfaceData); InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); #if defined(_RIMLIGHTING) half rim = saturate(1.0h - saturate( dot(inputData.normalWS, inputData.viewDirectionWS))); half power = _RimPower; UNITY_BRANCH if(_RimFrequency > 0 ) { half perPosition = lerp(0.0h, 1.0h, dot(1.0h, frac(UNITY_MATRIX_M._m03_m13_m23) * 2.0h - 1.0h ) * _RimPerPositionFrequency ) * 3.1416h; power = lerp(power, _RimMinPower, (1.0h + sin(_Time.y * _RimFrequency + perPosition) ) * 0.5h ); } surfaceData.emission += pow(rim, power) * _RimColor.rgb * _RimColor.a; #endif half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On //ZTest LEqual ZTest [_ZTest] 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_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Includes/Lux URP Lit Extended Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ZTest [_ZTest] 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_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #include "Includes/Lux URP Lit Extended Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On 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 DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Includes/Lux URP Lit Extended Inputs.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"} 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 UniversalFragmentMeta #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_fragment _SPECGLOSSMAP #include "Includes/Lux URP Lit Extended Inputs.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "UnityEditor.Rendering.URP.ShaderGUI.LitExtendedShader" }