Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" { Properties { _MainTex("Diffuse", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off Pass { Tags { "LightMode" = "Universal2D" } HLSLPROGRAM #pragma prefer_hlslcc gles #pragma vertex CombinedShapeLightVertex #pragma fragment CombinedShapeLightFragment #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; float2 lightingUV : TEXCOORD1; }; #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_MaskTex); SAMPLER(sampler_MaskTex); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); half4 _MainTex_ST; half4 _NormalMap_ST; #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif Varyings CombinedShapeLightVertex(Attributes v) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(v.positionOS); o.uv = TRANSFORM_TEX(v.uv, _MainTex); float4 clipVertex = o.positionCS / o.positionCS.w; o.lightingUV = ComputeScreenPos(clipVertex).xy; o.color = v.color; return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" half4 CombinedShapeLightFragment(Varyings i) : SV_Target { half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); return CombinedShapeLightShared(main, mask, i.lightingUV); } ENDHLSL } Pass { Tags { "LightMode" = "NormalsRendering"} HLSLPROGRAM #pragma prefer_hlslcc gles #pragma vertex NormalsRenderingVertex #pragma fragment NormalsRenderingFragment struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; float4 tangent : TANGENT; }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 tangentWS : TEXCOORD2; float3 bitangentWS : TEXCOORD3; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); float4 _NormalMap_ST; // Is this the right way to do this? Varyings NormalsRenderingVertex(Attributes attributes) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(attributes.positionOS); o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap); o.uv = attributes.uv; o.color = attributes.color; o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1)); o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz); o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w; return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" float4 NormalsRenderingFragment(Varyings i) : SV_Target { float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv)); return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz); } ENDHLSL } Pass { Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} HLSLPROGRAM #pragma prefer_hlslcc gles #pragma vertex UnlitVertex #pragma fragment UnlitFragment struct Attributes { float3 positionOS : POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float4 color : COLOR; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; Varyings UnlitVertex(Attributes attributes) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(attributes.positionOS); o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); o.uv = attributes.uv; o.color = attributes.color; return o; } float4 UnlitFragment(Varyings i) : SV_Target { float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); return mainTex; } ENDHLSL } } }