// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2 Shader "LightweightPipeline/Standard (Simple Lighting)" { // Keep properties of StandardSpecular shader for upgrade reasons. Properties { _Color("Color", Color) = (0.5, 0.5, 0.5, 1) _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Shininess("Shininess", Range(0.01, 1.0)) = 0.5 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 _SpecColor("Specular", Color) = (0.5, 0.5, 0.5) _SpecGlossMap("Specular", 2D) = "white" {} [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap("Height Map", 2D) = "black" {} _EmissionColor("Emission Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} _DetailNormalMapScale("Scale", Float) = 1.0 _DetailNormalMap("Normal Map", 2D) = "bump" {} [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 // 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 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"} LOD 300 Pass { Tags { "LightMode" = "LightweightForward" } // Use same blending / depth states as Standard shader 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 target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_ENABLED // TODO: Enabled this when we have C# keyword stripping //#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED // ------------------------------------- // 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 LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl" #include "LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl" ENDHLSL } Pass { 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 #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl" #include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl" ENDHLSL } Pass { 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 _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl" #include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { 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 LightweightFragmentMetaSimple #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #include "LWRP/ShaderLibrary/InputSurfaceSimple.hlsl" #include "LWRP/ShaderLibrary/LightweightPassMetaSimple.hlsl" ENDHLSL } } Fallback "Hidden/InternalErrorShader" CustomEditor "LightweightStandardSimpleLightingGUI" }