Shader "HDRenderPipeline/Lit" { Properties { // Following set of parameters represent the parameters node inside the MaterialGraph. // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear _BaseColor("BaseColor", Color) = (1,1,1,1) _BaseColorMap("BaseColorMap", 2D) = "white" {} _Metallic("_Metallic", Range(0.0, 1.0)) = 0 _Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 _MaskMap("MaskMap", 2D) = "white" {} _SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0 _SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0 _AORemapMin("AORemapMin", Float) = 0.0 _AORemapMax("AORemapMax", Float) = 1.0 _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map _NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value _NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 _BentNormalMap("_BentNormalMap", 2D) = "bump" {} _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} _HeightMap("HeightMap", 2D) = "black" {} // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI. _HeightMin("Heightmap Min", Float) = -1 _HeightMax("Heightmap Max", Float) = 1 _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space _DetailMap("DetailMap", 2D) = "black" {} _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1 _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 _DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1 _TangentMap("TangentMap", 2D) = "bump" {} _TangentMapOS("TangentMapOS", 2D) = "white" {} _Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0 _AnisotropyMap("AnisotropyMap", 2D) = "white" {} _SubsurfaceProfile("Subsurface Profile", Int) = 0 _SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0 _SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 _ThicknessMap("Thickness Map", 2D) = "white" {} _ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0) _CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0 _CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5 _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) _SpecularColorMap("SpecularColorMap", 2D) = "white" {} // Following options are for the GUI inspector and different from the input parameters above // These option below will cause different compilation flag. [ToggleOff] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0 _EmissiveColor("EmissiveColor", Color) = (1, 1, 1) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _EmissiveIntensity("EmissiveIntensity", Float) = 0 [ToggleOff] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0 [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 _DistortionVectorScale("Distortion Vector Scale", Float) = 2 _DistortionVectorBias("Distortion Vector Bias", Float) = -1 _DistortionBlurScale("Distortion Blur Scale", Float) = 1 _DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0 _DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0 [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 [ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 // Transparency [Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0 _IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0 _ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} _ATDistance("Transmittance Absorption Distance", Float) = 1.0 [ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time) // 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] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 [ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 [Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) [Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0 _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting [Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0 [ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 [ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 _PPDPrimitiveLength("Primitive length for POM", Float) = 1 _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) [ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 // Wind [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 _InitialBend("Initial Bend", float) = 1.0 _Stiffness("Stiffness", float) = 1.0 _Drag("Drag", float) = 1.0 _ShiverDrag("Shiver Drag", float) = 0.2 _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 // 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) // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev //#pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _DEPTHOFFSET_ON #pragma shader_feature _DOUBLESIDED_ON #pragma shader_feature _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT #pragma shader_feature _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature _DISPLACEMENT_LOCK_TILING_SCALE #pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE #pragma shader_feature _VERTEX_WIND #pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR #pragma shader_feature _NORMALMAP_TANGENT_SPACE #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 #pragma shader_feature _NORMALMAP #pragma shader_feature _MASKMAP #pragma shader_feature _BENTNORMALMAP #pragma shader_feature _EMISSIVE_COLOR_MAP #pragma shader_feature _ENABLESPECULAROCCLUSION #pragma shader_feature _HEIGHTMAP #pragma shader_feature _TANGENTMAP #pragma shader_feature _ANISOTROPYMAP #pragma shader_feature _DETAIL_MAP #pragma shader_feature _SUBSURFACE_RADIUS_MAP #pragma shader_feature _THICKNESSMAP #pragma shader_feature _SPECULARCOLORMAP #pragma shader_feature _TRANSMITTANCECOLORMAP // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT // MaterialId are used as shader feature to allow compiler to optimize properly // Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD #pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet #define SURFACE_GRADIENT // This shader support vertex modification #define HAVE_VERTEX_MODIFICATION // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATID_SSS) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "ShaderLibrary/Common.hlsl" #include "ShaderLibrary/Wind.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "../../Material/Lit/LitProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { Pass { Name "GBuffer" // Name is not used Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] Stencil { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } // This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed) // This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass. Pass { Name "GBufferWithPrepass" // Name is not used Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] Stencil { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define SHADERPASS SHADERPASS_GBUFFER #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } Pass { Name "GBufferDebugDisplay" // Name is not used Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] Stencil { Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } // 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 "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDepthPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] ZWrite On ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDepthPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Motion Vectors" Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) Cull[_CullMode] ZWrite Off // TODO: Test Z equal here. HLSLPROGRAM #define SHADERPASS SHADERPASS_VELOCITY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitVelocityPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassVelocity.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 off Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "ShaderPass/LitDistortionPass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } Pass { Name "TransparentBackface" Tags { "LightMode" = "TransparentBackface" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull Front HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } Pass { Name "Forward" // Name is not used Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Stencil { Ref[_StencilRef] Comp Always Pass Replace } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } Pass { Name "ForwardDebugDisplay" // Name is not used Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index Stencil { Ref[_StencilRef] Comp Always Pass Replace } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_CullMode] HLSLPROGRAM #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // #include "../../Lighting/Forward.hlsl" #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define DEBUG_DISPLAY #define SHADERPASS SHADERPASS_FORWARD #include "../../ShaderVariables.hlsl" #include "../../Debug/DebugDisplay.hlsl" #include "../../Lighting/Lighting.hlsl" #include "ShaderPass/LitSharePass.hlsl" #include "LitData.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" }