Shader "HDRenderPipeline/Unlit" { Properties { _Color("Color", Color) = (1,1,1,1) _ColorMap("ColorMap", 2D) = "white" {} _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 // Blending state [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 [Enum(None, 0, DoubleSided, 1)] _DoubleSidedMode("Double sided mode", Float) = 0 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DISTORTION_ON #pragma shader_feature _ _DOUBLESIDED #pragma shader_feature _EMISSIVE_COLOR_MAP //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "common.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- float4 _Color; TEXTURE2D(_ColorMap); SAMPLER2D(sampler_ColorMap); float3 _EmissiveColor; TEXTURE2D(_EmissiveColorMap); SAMPLER2D(sampler_EmissiveColorMap); float _EmissiveIntensity; float _AlphaCutoff; // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } LOD 300 // ------------------------------------------------------------------ // Debug pass Pass { Name "Debug" Tags { "LightMode" = "DebugViewMaterial" } Cull[_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" ENDHLSL } // ------------------------------------------------------------------ // forward pass Pass { Name "ForwardUnlit" Tags { "LightMode" = "Forward" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" ENDHLSL } // ------------------------------------------------------------------ // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. // ------------------------------------------------------------------ Pass { Name "META" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitMetaPass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "Distortion" // Name is not used Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index Blend One One ZTest [_ZTestMode] ZWrite off Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI" }