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- // Shader uses custom editor to set double sided GI
- // Needs _Culling to be set properly
- Shader "Lux URP/Glass"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(3fte1chjgh54)]
- [Header(Surface Options)]
- [Space(8)]
- [Enum(Off,0,On,1)]_ZWrite ("ZWrite", Float) = 1.0
- [Enum(UnityEngine.Rendering.CullMode)]
- _Cull ("Culling", Float) = 2
- [Enum(None,0,Transparent,1,Additive,2)]
- _Blend ("Blending", Float) = 0.0
- _FinalAlpha (" Final Alpha", Range(0.0, 1.0)) = 0.5
- [ToggleOff(_RECEIVE_SHADOWS_OFF)]
- _ReceiveShadows ("Receive Shadows", Float) = 1.0
- [Header(Surface Inputs)]
- [Space(8)]
- [MainColor]
- _BaseColor ("Color (RGB) Alpha (A)", Color) = (1,1,1,0)
- [Toggle(_BASEMAP)]
- _EnableBaseMap ("Enable Base Map", Float) = 0.0
- [MainTexture]
- _BaseMap (" Albedo (RGB) Alpha (A)", 2D) = "white" {}
- [Space(5)]
- _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
- _SmoothnessBase (" Smoothness Opaque", Range(0.0, 1.0)) = 0.5
- _SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
- _SpecColorBase (" Specular Opaque", Color) = (0.2, 0.2, 0.2)
- [Space(5)]
- [Toggle(_MASKMAP)]
- _EnableMaskMap ("Enable Mask Map", Float) = 0.0
- [NoScaleOffset] _MaskMap (" Thickness Mask (R) Smoothness (A)", 2D) = "white" {}
- [Space(5)]
- [Toggle(_NORMALMAP)]
- _ApplyNormal ("Enable Normal Map", Float) = 0.0
- [NoScaleOffset] _BumpMap (" Normal Map", 2D) = "bump" {}
- _BumpScale (" Normal Scale", Float) = 1.0
- [Header(Refrection)]
- [Space(8)]
- [Toggle(_GEOREFRACTIONS)]
- _EnableGeoRefr ("Enable geometric Refractions", Float) = 1.0
- _IOR (" Index of Refraction", Float) = 1.33
- _IsThinShell (" Thin Shell", Range(0.0, 0.98)) = 0
- [Space(5)]
- [Toggle(_SCREENEDGEFADE)]
- _EnableScreenEdgeFade ("Enable Screen Edge Fade", Float) = 0.0
- _ScreenEdgeFade (" Fade Width", Range(8.0, 32.0)) = 8
- [Space(5)]
- _BumpRefraction ("Bump Distortion", Range(0.0, 1.0)) = 0.1
- [Space(5)]
- [Toggle(_EXCLUDEFOREGROUND)]
- _ExcludeForeground ("Exclude Foreground", Float) = 0.0
-
- [Header(Rim Lighting)]
- [Space(8)]
- [Toggle(_RIMLIGHTING)]
- _Rim ("Enable Rim Lighting", Float) = 0
- [HDR] _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,1)
- _RimPower ("Rim Power", Float) = 2
- _RimFrequency ("Rim Frequency", Float) = 0
- _RimMinPower (" Rim Min Power", Float) = 1
- _RimPerPositionFrequency (" Rim Per Position Frequency", Range(0.0, 1.0)) = 1
- [Header(Stencil)]
- [Space(8)]
- [IntRange] _Stencil ("Stencil Reference", Range (0, 255)) = 0
- [IntRange] _ReadMask (" Read Mask", Range (0, 255)) = 255
- [IntRange] _WriteMask (" Write Mask", Range (0, 255)) = 255
- [Enum(UnityEngine.Rendering.CompareFunction)]
- _StencilComp ("Stencil Comparison", Int) = 8 // always
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilOp ("Stencil Operation", Int) = 0 // 0 = keep, 2 = replace
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilFail ("Stencil Fail Op", Int) = 0 // 0 = keep
- [Enum(UnityEngine.Rendering.StencilOp)]
- _StencilZFail ("Stencil ZFail Op", Int) = 0 // 0 = keep
- [Header(Advanced)]
- [Space(8)]
- [ToggleOff]
- _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
- [ToggleOff]
- _EnvironmentReflections ("Environment Reflections", Float) = 1.0
- [Space(5)]
- [HideInInspector] _SrcBlend ("SrcBlend", Float) = 1.0
- [HideInInspector] _DstBlend ("_DstBlend", Float) = 0.0
-
- // Lightmapper and outline selection shader need _MainTex, _Color and _Cutoff
- [HideInInspector] _MainTex ("Albedo", 2D) = "white" {}
- [HideInInspector] _Color ("Color", Color) = (1,1,1,1)
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Transparent"
- "Queue" = "Transparent"
- }
- LOD 100
- Pass
- {
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- Stencil {
- Ref [_Stencil]
- ReadMask [_ReadMask]
- WriteMask [_WriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- Fail [_StencilFail]
- ZFail [_StencilZFail]
- }
-
- ZWrite [_ZWrite]
- Cull [_Cull]
- Blend [_SrcBlend] [_DstBlend]
- 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
- #define _SPECULAR_SETUP 1
- // #pragma shader_feature _ALPHATEST_ON
- #define _ALPHAPREMULTIPLY_ON
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local_fragment _GEOREFRACTIONS
- #pragma shader_feature_local_fragment _SCREENEDGEFADE
- #pragma shader_feature_local_fragment _FINALALPHA
- #pragma shader_feature_local_fragment _ADDITIVE
- #pragma shader_feature_local_fragment _BASEMAP
- #pragma shader_feature_local_fragment _MASKMAP
- #pragma shader_feature_local_fragment _EXCLUDEFOREGROUND
- #pragma shader_feature_local_fragment _RIMLIGHTING
- #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
- #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- // -------------------------------------
- // Lightweight 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 _ LIGHTMAP_SHADOW_MIXING
- // -------------------------------------
- // 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
- // Include base inputs and all other needed "base" includes
- #include "Includes/Lux URP Glass Inputs.hlsl"
- #pragma vertex LitPassVertex
- #pragma fragment LitPassFragment
- //--------------------------------------
- // Vertex shader
- VertexOutput LitPassVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- VertexPositionInputs vertexInput; //
- vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- output.uv.xy = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.normalWS = normalInput.normalWS; //NormalizeNormalPerVertex(normalInput.normalWS);
- output.viewDirWS = viewDirWS;
-
- #ifdef _NORMALMAP
- float sign = input.tangentOS.w * GetOddNegativeScale();
- output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
- #endif
- OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
-
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- //#ifdef _ADDITIONAL_LIGHTS
- output.positionWS = vertexInput.positionWS;
- //#endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionCS = vertexInput.positionCS;
- output.projectionCoord = vertexInput.positionNDC;
- // Store Eye Depth
- output.projectionCoord.z = LinearEyeDepth(output.projectionCoord.z / output.projectionCoord.w, _ZBufferParams);
- float3 scale;
- float4x4 MV = mul(UNITY_MATRIX_V, UNITY_MATRIX_M);
- scale.x = length(float3(MV[0].x, MV[1].x, MV[2].x));
- scale.y = length(float3(MV[0].y, MV[1].y, MV[2].y));
- scale.z = length(float3(MV[0].z, MV[1].z, MV[2].z));
- output.scale = max(scale.x, max(scale.y, scale.z));
- return output;
- }
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeSurfaceData(
- float2 uv,
- float4 projectionCoord,
- half3 normalWS,
- half3 viewDirWS,
- float3 positionWS,
- float scale,
- half facing,
- out SurfaceDescription outSurfaceData)
- {
- #if defined(_BASEMAP)
- half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, 0.0h);
- outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
- #else
- outSurfaceData.alpha = _BaseColor.a;
- outSurfaceData.albedo = _BaseColor.rgb;
- #endif
- // Normal Map
- #if defined (_NORMALMAP)
- outSurfaceData.normalTS = SampleNormal(uv.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
- #else
- outSurfaceData.normalTS = half3(0,0,1);
- #endif
- // Mask Map (Glass)
- #if defined(_MASKMAP)
- half4 maskSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv.xy);
- #else
- half4 maskSample = half4(0,1,1,1);
- #endif
- // ///////////////////////////////////////
- // Refraction
- // Handle VFACE separatly for refractions
- normalWS *= facing;
- float NdotV = saturate(dot(normalWS, viewDirWS));
- #if defined(_GEOREFRACTIONS)
- half isThinShell = _IsThinShell
- #if defined(_MASKMAP)
- * maskSample.r
- #endif
- ;
-
- // Tweak ior to handle solid and thin shell refractions
- half myior = lerp(_IOR * 2.0h /* as we skip the 2nd, outgoing refraction*/, 1.0h, isThinShell);
- half3 refractWS = refract(-viewDirWS, normalWS, rcp(myior) );
- half rayLength = -dot(normalWS, refractWS);
- float3 rayOriginWS = positionWS + (refractWS * rayLength);
- float3 refractedPointWS = rayOriginWS + (refractWS * scale);
- // Calculate the sample UVs
- // Transform world space coordinates to clip space
- float4 screenUV = TransformWorldToHClip(refractedPointWS); // Clip space
- // Transform from clip space to NDC
- #if UNITY_UV_STARTS_AT_TOP
- screenUV.y = -screenUV.y;
- #endif
- screenUV *= rcp(screenUV.w); // Perspective
- // Final sample UVs
- screenUV.xy = screenUV.xy * 0.5f + 0.5f; // NDC
-
- #else
- float2 screenUV = projectionCoord.xy * rcp(projectionCoord.w);
- #endif
-
- #if defined(_NORMALMAP)
- screenUV.xy += (outSurfaceData.normalTS.xy * _BumpRefraction) * rcp(projectionCoord.w);
- #endif
- // Clamp at screen edges
- #if defined(_SCREENEDGEFADE)
- float2 coordCS = screenUV.xy * 2 - 1;
- float fadeRcpLength = _ScreenEdgeFade;
- float2 t = Remap10(abs(coordCS), fadeRcpLength, fadeRcpLength);
- float weight = Smoothstep01(t.x) * Smoothstep01(t.y);
- screenUV.xy = lerp(projectionCoord.xy/projectionCoord.w, screenUV.xy, weight);
- #endif
- // Fix screenUV for Single Pass Stereo Rendering
- #if defined(UNITY_SINGLE_PASS_STEREO)
- //screenUV.x = screenUV.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
- screenUV.xy = UnityStereoTransformScreenSpaceTex(screenUV.xy);
- #endif
- // Check depth
- #if defined(_EXCLUDEFOREGROUND)
- #if defined(SHADER_API_GLES)
- float refractedSceneDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV.xy, 0);
- #else
- //float refractedSceneDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * screenUV.xy, 0).x;
- float refractedSceneDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _CameraDepthTexture_TexelSize.zw * saturate(screenUV.xy)).x;
- #endif
- // TODO: add ortho support
- refractedSceneDepth = LinearEyeDepth(refractedSceneDepth, _ZBufferParams);
- float refractionOffsetMultiplier = saturate(refractedSceneDepth - projectionCoord.z);
- screenUV.xy = lerp(
- #if defined(UNITY_SINGLE_PASS_STEREO)
- UnityStereoTransformScreenSpaceTex(projectionCoord.xy/projectionCoord.w),
- #else
- projectionCoord.xy/projectionCoord.w,
- #endif
- screenUV.xy, refractionOffsetMultiplier);
- #endif
- // Just like separate texture + sampler syntax, inline sampler states are not supported on some platforms.
- // Currently they are implemented on Direct3D 11/12, PS4, XboxOne and Metal.
- #if defined(_EXCLUDEFOREGROUND)
- //half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV ).rgb;
- half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
- #else
- #if defined(SHADER_API_D3D11) || defined(SHADER_API_PS4) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_METAL)
- //half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, my_linear_clamp_sampler, screenUV).rgb;
- half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
- #else
- //half3 RefractionSample = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV ).rgb;
- half3 RefractionSample = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_LinearClamp, screenUV.xy).rgb;
- #endif
- #endif
-
- // Tint glass
- half3 glassTint = outSurfaceData.albedo;
- outSurfaceData.emission = RefractionSample * glassTint * max(0.5h, 1.0h - F_Schlick(_SpecColor.rgb, NdotV)) * (1.0h - outSurfaceData.alpha);
- //outSurfaceData.emission = weight;
- // ///////////////////////////////////////
- #if defined(_MASKMAP)
- outSurfaceData.smoothness = _Smoothness * maskSample.a;
- #else
- outSurfaceData.smoothness = _Smoothness;
- #endif
- // Lerp between glass and opaque properties
- outSurfaceData.smoothness = lerp(outSurfaceData.smoothness, _SmoothnessBase, outSurfaceData.alpha);
- outSurfaceData.specular = lerp(_SpecColor.rgb, _SpecColorBase.rgb, outSurfaceData.alpha.xxx);
- outSurfaceData.metallic = 0;
- outSurfaceData.occlusion = 1;
- }
- void InitializeInputData(VertexOutput input, half3 normalTS, half3 viewDirWS, half facing, out InputData inputData)
- {
-
- // NOTE: inputData.normalWS and viewDirWS are already normalized
- inputData = (InputData)0;
- inputData.positionWS = input.positionWS;
-
- #if defined(_NORMALMAP)
- //half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- normalTS.z *= facing;
- float sgn = input.tangentWS.w; // should be either +1 or -1
- float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
- inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz));
- #else
- //half3 viewDirWS = input.viewDirWS;
- inputData.normalWS = input.normalWS * facing;
- #endif
- inputData.viewDirectionWS = viewDirWS;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
- inputData.fogCoord = input.fogFactorAndVertexLight.x;
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
- }
- half4 LitPassFragment(VertexOutput input, half facing : VFACE) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- // We need viewDirWS and normalWS already in the surface function, so we get them up front
- half3 viewDirWS = SafeNormalize(input.viewDirWS);
- input.normalWS.xyz = NormalizeNormalPerPixel(input.normalWS.xyz);
- // Get the surface description
- SurfaceDescription surfaceData;
- InitializeSurfaceData(input.uv, input.projectionCoord, input.normalWS.xyz, viewDirWS, input.positionWS, input.scale, facing, surfaceData);
- // Prepare surface data (like bring normal into world space and get missing inputs like gi)
- // NOTE: viewDirWS and normalWS are already (almost) set up
- InputData inputData;
- InitializeInputData(input, surfaceData.normalTS, viewDirWS, facing, 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
- // Apply lighting
- half4 color = LuxLWRPTransparentFragmentPBR (
- inputData,
- surfaceData.albedo,
- surfaceData.metallic,
- surfaceData.specular,
- surfaceData.smoothness,
- surfaceData.occlusion,
- surfaceData.emission,
- surfaceData.alpha
- );
-
- #if defined(_FINALALPHA)
- color.a = max(_FinalAlpha, surfaceData.alpha);
- #endif
- #if defined (_ADDITIVE)
- // Add fog
- color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
- #else
- // Add fog
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- return color;
- }
- ENDHLSL
- }
- // Meta -----------------------------------------------------
-
- Pass
- {
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMeta
- #define _SPECULAR_SETUP
- // First include all our custom stuff
- #include "Includes/Lux URP Glass Inputs.hlsl"
- //--------------------------------------
- // Fragment shader and functions
- inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
- {
- //half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
- outSurfaceData.alpha = 1;
- outSurfaceData.albedo = _BaseColor.rgb;
- outSurfaceData.metallic = 0;
- outSurfaceData.specular = _SpecColor.rgb;
- outSurfaceData.smoothness = _Smoothness;
- outSurfaceData.normalTS = half3(0,0,1);
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0;
- outSurfaceData.clearCoatMask = 0;
- outSurfaceData.clearCoatSmoothness = 0;
- }
- // Finally include the meta pass related stuff
- #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
- ENDHLSL
- }
- // End Passes -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "LuxURPCustomGlassShaderGUI"
- }
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