// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2 Shader "LightweightPipeline/Standard (Simple Lighting)" { // Keep properties of StandardSpecular shader for upgrade reasons. Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Shininess("Shininess", Range(0.01, 1.0)) = 1.0 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 _SpecColor("Specular", Color) = (1.0, 1.0, 1.0) _SpecGlossMap("Specular", 2D) = "white" {} [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 _ParallaxMap("Height Map", 2D) = "black" {} _EmissionColor("Emission 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 Pass { Tags { "LightMode" = "LightweightForward" } // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma target 3.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION // ------------------------------------- // Lightweight Pipeline keywords // We have no good approach exposed to skip shader variants, e.g, ideally we would like to skip _CASCADE for all puctual lights // Lightweight combines light classification and shadows keywords to reduce shader variants. // Lightweight shader library declares defines based on these keywords to avoid having to check them in the shaders // Core.hlsl defines _MAIN_LIGHT_DIRECTIONAL and _MAIN_LIGHT_SPOT (point lights can't be main light) // Shadow.hlsl defines _SHADOWS_ENABLED, _SHADOWS_SOFT, _SHADOWS_CASCADE, _SHADOWS_PERSPECTIVE #pragma multi_compile _ _MAIN_LIGHT_DIRECTIONAL_SHADOW _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE _MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT _MAIN_LIGHT_SPOT_SHADOW _MAIN_LIGHT_SPOT_SHADOW_SOFT #pragma multi_compile _ _MAIN_LIGHT_COOKIE #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ FOG_LINEAR FOG_EXP2 // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // LW doesn't support dynamic GI. So we save 30% shader variants if we assume // LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set #ifdef DIRLIGHTMAP_COMBINED #define LIGHTMAP_ON #endif #pragma vertex LitPassVertex #pragma fragment LitPassFragmentSimple #include "LWRP/ShaderLibrary/LightweightPassLit.hlsl" ENDHLSL } Pass { Tags{"Lightmode" = "ShadowCaster"} ZWrite On ZTest LEqual HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl" 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 target 2.0 #pragma vertex vert #pragma fragment frag #include "LWRP/ShaderLibrary/Core.hlsl" float4 vert(float4 pos : POSITION) : SV_POSITION { return TransformObjectToHClip(pos.xyz); } half4 frag() : SV_TARGET { return 0; } ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma vertex LightweightVertexMeta #pragma fragment LightweightFragmentMetaSimple #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl" ENDHLSL } } Fallback "Hidden/InternalErrorShader" CustomEditor "LightweightStandardSimpleLightingGUI" }