// Unlit shader always render in forward Pass { Name "ForwardUnlit" Tags { "LightMode" = "${LightMode}" } ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev //#pragma enable_d3d11_debug_symbols #pragma vertex Vert #pragma fragment Frag #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl #include "CoreRP/ShaderLibrary/common.hlsl" #include "HDRP/ShaderVariables.hlsl" #include "HDRP/ShaderPass/FragInputs.hlsl" #include "HDRP/ShaderPass/ShaderPass.cs.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" ${Defines} #include "HDRP/Material/Material.hlsl" // This include will define the various Attributes/Varyings structure #include "HDRP/ShaderPass/VaryingMesh.hlsl" ${Graph} void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { ${LocalPixelShader} SurfaceInputs surfaceInput; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = 0; float Alpha = 0; ${SurfaceOutputRemap} surfaceData.color = Color; #ifdef _ALPHATEST_ON DoAlphaTest(Alpha, _AlphaCutoff); #endif // Builtin Data builtinData.opacity = Alpha; builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0); builtinData.emissiveIntensity = 0; builtinData.emissiveColor = 0; builtinData.velocity = float2(0.0, 0.0); builtinData.shadowMask0 = 0.0; builtinData.shadowMask1 = 0.0; builtinData.shadowMask2 = 0.0; builtinData.shadowMask3 = 0.0; builtinData.distortion = float2(0.0, 0.0); builtinData.distortionBlur = 0.0; builtinData.depthOffset = 0.0; } #include "HDRP/ShaderPass/${ShaderPassInclude}.hlsl" ENDHLSL }