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- 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"
- }
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