Pass { Name "StandardUnlit" Tags{"LightMode" = "LightweightForward"} // Material options generated by graph ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Lightweight Pipeline keywords #pragma shader_feature _SAMPLE_GI // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // Defines generated by graph ${Defines} // Lighting include is needed because of GI #include "LWRP/ShaderLibrary/Core.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" ${Graph} struct GraphVertexOutput { float4 position : POSITION; // Interpolators defined by graph ${VertexOutputStruct} UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; GraphVertexOutput vert (GraphVertexInput v) { GraphVertexOutput o = (GraphVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // Vertex transformations performed by graph ${VertexShader} VertexDescriptionInputs vdi = (VertexDescriptionInputs)0; // Vertex description inputs defined by graph ${VertexShaderDescriptionInputs} VertexDescription vd = PopulateVertexData(vdi); v.vertex.xyz = vd.Position; o.position = TransformObjectToHClip(v.vertex.xyz); // Vertex shader outputs defined by graph ${VertexShaderOutputs} return o; } half4 frag (GraphVertexOutput IN ${FaceSign}) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // Pixel transformations performed by graph ${PixelShader} SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0; // Surface description inputs defined by graph ${PixelShaderSurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = float3(0.5, 0.5, 0.5); float Alpha = 1; float AlphaClipThreshold = 0; // Surface description remap performed by graph ${PixelShaderSurfaceRemap} #if _AlphaClip clip(Alpha - AlphaClipThreshold); #endif return half4(Color, Alpha); } ENDHLSL }