Shader "HDRenderPipeline/Unlit" { Properties { // Versioning of material to help for upgrading [HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1 // Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. _UnlitColor("Color", Color) = (1,1,1,1) _UnlitColorMap("ColorMap", 2D) = "white" {} [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} [ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 [ToggleUI] _DistortionOnly("Distortion Only", Float) = 0.0 [ToggleUI] _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 // Transparency [ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0 [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _TransparentSortPriority("_TransparentSortPriority", Float) = 0 // 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] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 0.0 [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time) [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time) // 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 xboxone vulkan metal switch //------------------------------------------------------------------------------------- // 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 // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY #pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT //enable GPU instancing support #pragma multi_compile_instancing //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "CoreRP/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 { // This tags allow to use the shader replacement features Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" } // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass. Pass { Name "SceneSelectionPass" Tags{ "LightMode" = "SceneSelectionPass" } Cull[_CullMode] ZWrite On HLSLPROGRAM // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitDepthPass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Depth prepass" Tags{ "LightMode" = "DepthForwardOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitDepthPass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } // Unlit shader always render in forward Pass { Name "Forward Unlit" Tags { "LightMode" = "ForwardOnly" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #ifdef DEBUG_DISPLAY #include "../../Debug/DebugDisplay.hlsl" #endif #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassForwardUnlit.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 "../../Material/Material.hlsl" #include "ShaderPass/UnlitSharePass.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 [_ZTestModeDistortion] ZWrite off Cull [_CullMode] HLSLPROGRAM #define SHADERPASS SHADERPASS_DISTORTION #include "../../Material/Material.hlsl" #include "ShaderPass/UnlitDistortionPass.hlsl" #include "UnlitData.hlsl" #include "../../ShaderPass/ShaderPassDistortion.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI" }