Shader "LightweightPipeline/Standard Unlit" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Color", Color) = (1, 1, 1, 1) _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5 [Toggle] _SampleGI("SampleGI", float) = 0.0 _BumpMap("Normal Map", 2D) = "bump" {} // BlendMode [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("ZWrite", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 } SubShader { Tags { "RenderType" = "Opaque" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline" } LOD 100 Blend [_SrcBlend][_DstBlend] ZWrite [_ZWrite] Cull [_Cull] Pass { 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 _SAMPLE_GI #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_instancing // Lighting include is needed because of GI #include "LWRP/ShaderLibrary/Lighting.hlsl" #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 lightmapUV : TEXCOORD1; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord #if _SAMPLE_GI DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); half3 normal : TEXCOORD2; #if _NORMALMAP half3 tangent : TEXCOORD3; half3 binormal : TEXCOORD4; #endif #endif float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = TransformObjectToHClip(v.vertex.xyz); o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z); #if _SAMPLE_GI OUTPUT_NORMAL(v, o); OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV); OUTPUT_SH(o.normal, o.vertexSH); #endif return o; } half4 frag(VertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); half2 uv = IN.uv0AndFogCoord.xy; half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); half3 color = texColor.rgb * _Color.rgb; half alpha = texColor.a * _Color.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON color *= alpha; #endif #if _SAMPLE_GI #if _NORMALMAP half3 normalWS = TangentToWorldNormal(surfaceData.normalTS, IN.tangent, IN.binormal, IN.normal); #else half3 normalWS = normalize(IN.normal); #endif color += SAMPLE_GI(IN.lightmapUV, IN.vertexSH, normalWS); #endif ApplyFog(color, IN.uv0AndFogCoord.z); return half4(color, alpha); } ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "LightweightUnlitGUI" }