Shader "ScriptableRenderPipeline/LightweightPipeline/Standard (PBS)" { Properties { // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Glossiness("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 _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) _MetallicSpecGlossMap("MetallicSpecGlossMap", 2D) = "white" {} // SpecGloss map when _SPECULAR_SETUP, MetallicGloss otherwise [Toggle] _SpecularHighlights("Specular Highlights", Float) = 1.0 [Toggle] _GlossyReflections("Glossy Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap("Height Map", 2D) = "black" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} _EmissionColor("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] _Mode("__mode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 } SubShader { Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} LOD 300 // ------------------------------------------------------------------ // Base forward pass (directional light, emission, lightmaps, ...) Pass { Tags{"LightMode" = "LightweightForward"} Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] CGPROGRAM #pragma target 3.0 // ------------------------------------- #pragma shader_feature _METALLIC_SETUP _SPECULAR_SETUP #pragma shader_feature _NORMALMAP #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma shader_feature _EMISSION #pragma shader_feature _METALLICSPECGLOSSMAP #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _SPECULARHIGHLIGHTS_ON #pragma shader_feature _ _GLOSSYREFLECTIONS_ON #pragma shader_feature _PARALLAXMAP #pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT #pragma multi_compile _ _LIGHTWEIGHT_FORCE_LINEAR #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _ATTENUATION_TEXTURE #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "UnityCG.cginc" #include "UnityStandardInput.cginc" #include "LightweightPassLit.cginc" ENDCG } Pass { Tags{"Lightmode" = "ShadowCaster"} ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "UnityCG.cginc" #include "LightweightPassShadow.cginc" ENDCG } Pass { Tags{"Lightmode" = "DepthOnly"} ZWrite On CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 vert(float4 pos : POSITION) : SV_POSITION { return UnityObjectToClipPos(pos); } half4 frag() : SV_TARGET { return 0; } ENDCG } } FallBack "Standard" CustomEditor "LightweightStandardShaderGUI" }