SubShader { Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} LOD ${LOD} Pass { Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} CGPROGRAM #pragma target 3.0 #pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT #pragma multi_compile _ LIGHTWEIGHT_LINEAR #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ _LIGHT_PROBES_ON #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex Vertex #pragma fragment LightweightFragmentFastBlinn #pragma glsl #pragma debug ${Defines} #include "UnityCG.cginc" #define UNITY_SAMPLE_TEX2D(tex, coord) LIGHTWEIGHT_GAMMA_TO_LINEAR4(tex.Sample (sampler##tex,coord)) #define VERTEX_CUSTOM \ ${VertexShaderBody} //#define VERTINPUT_CUSTOM \ //${VertexInputs} #define VERTOUTPUT_CUSTOM \ ${VertexOutputs} #include "CGIncludes/LightweightFastBlinn.cginc" ${ShaderPropertyUsages} ${ShaderFunctions} void DefineSurface(VertOutput i, inout SurfaceFastBlinn o) { ${PixelShaderBody} } ENDCG } Pass { Tags{"Lightmode" = "ShadowCaster"} ZWrite On ZTest LEqual CGPROGRAM #pragma target 2.0 #include "UnityCG.cginc" #include "CGIncludes/LightweightPass.cginc" #pragma vertex shadowVert #pragma fragment shadowFrag ENDCG } Pass { Tags{"Lightmode" = "DepthOnly"} ZWrite On CGPROGRAM #pragma target 2.0 #include "UnityCG.cginc" #include "CGIncludes/LightweightPass.cginc" #pragma vertex depthVert #pragma fragment depthFrag ENDCG } /*Pass { Tags{ "LightMode" = "Meta" } Cull Off CGPROGRAM #define UNITY_SETUP_BRDF_INPUT SpecularSetup #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature ___ _DETAIL_MULX2 #pragma shader_feature EDITOR_VISUALIZATION #include "UnityCG.cginc" #include "CGIncludes/LightweightPass.cginc" #pragma vertex Vert_Meta #pragma fragment frag_meta_ld ${ShaderPropertyUsages} ${ShaderFunctions} void DefineSurfaceMeta(VertOutput_Meta i, inout SurfaceFastBlinn o) { ${PixelShaderBody} } ENDCG }*/ }