Shader "HDRenderPipeline/Unlit" { Properties { _Color("Color", Color) = (1,1,1,1) _ColorMap("ColorMap", 2D) = "white" {} _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 [Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0 [HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0 [HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0 [HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0 [HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0 _DistortionScale("Distortion Scale", Float) = 1 _DistortionBlurScale("Distortion Blur Scale", Float) = 1 [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 [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the beahvior for GI _EmissionColor("Color", Color) = (1, 1, 1) } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev // #pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON // #pragma shader_feature _DOUBLESIDED_ON - We have no lighting, so no need to have this combination for shader, the option will just disable backface culling #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "../../../Core/ShaderLibrary/common.hlsl" #include "../../ShaderVariables.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "../../Material/Unlit/UnlitProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { // 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 [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend] BlendOp Add, [_DistortionBlurBlendOp] ZTest [_ZTestMode] ZWrite on Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitDistortionPass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } 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 } Pass { Name "ForwardDebugDisplay" Tags { "LightMode" = "ForwardDebugDisplay" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "../../Debug/DebugDisplay.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" ENDHLSL } // Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward, // unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass // (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly) Pass { Name "ForwardUnlit" Tags { "LightMode" = "ForwardOnlyOpaque" } 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 } Pass { Name "ForwardUnlit" Tags { "LightMode" = "ForwardOnlyOpaqueDebugDisplay" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "../../Debug/DebugDisplay.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI" }