Shader "LightweightPipeline/PBR/Packed Dialectric" { Properties { _MainTex("Albedo", 2D) = "white" {} // RGB albedo, A roughness _BumpMap("Normal Map", 2D) = "bump" {} // RGB normal, A AO } SubShader { // Lightweight Pipeline tag is required. If Lightweight 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 Pipeline and Builtin Unity Pipeline Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"} LOD 300 // ------------------------------------------------------------------ // Forward pass. Shades all light in a single pass. GI + emission + Fog Pass { // Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Lightweight Pipeline Name "StandardLit" Tags{"LightMode" = "LightweightForward"} //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 _OCCLUSIONMAP // ------------------------------------- // 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 _ _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 "InputSurfacePackedDialectric.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "InputSurfacePackedDialectric.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "InputSurfacePackedDialectric.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/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 LightweightVertexMeta #pragma fragment LightweightFragmentMeta #pragma shader_feature _METALLICSPECGLOSSMAP #pragma shader_feature EDITOR_VISUALIZATION #include "InputSurfacePackedDialectric.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitMetaPass.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" }