Shader "Universal Render Pipeline/Lit" { Properties { // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) [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" {} _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 { // Universal Pipeline tag is required. If Universal 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 Universal 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 UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard SRP library // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _NORMALMAP #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _METALLICSPECGLOSSMAP #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _OCCLUSIONMAP #pragma shader_feature _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature _SPECULAR_SETUP #pragma shader_feature _RECEIVE_SHADOWS_OFF // ------------------------------------- // 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 _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "LitInput.hlsl" #include "LitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual 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 _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On 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 _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.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 _SPECULAR_SETUP #pragma shader_feature _EMISSION #pragma shader_feature _METALLICSPECGLOSSMAP #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend[_SrcBlend][_DstBlend] 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 vertex vert #pragma fragment frag #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader" }