Shader "MobileRenderloop/ClassicDeferred" { Properties { _LightTexture0 ("", any) = "" {} _LightTextureB0 ("", 2D) = "" {} _ShadowMapTexture ("", any) = "" {} _SrcBlend ("", Float) = 1 _DstBlend ("", Float) = 1 _SrcABlend ("", Float) = 1 _DstABlend ("", Float) = 1 _CullMode ("", Float) = 0 _CompareFunc ("", Float) = 0 } SubShader { // LDR case - Lighting encoded into a subtractive ARGB8 buffer // HDR case - Lighting additively blended into floating point buffer Pass { ZWrite Off ZTest [_CompareFunc] Cull [_CullMode] Blend [_SrcBlend] [_DstBlend], [_SrcABlend] [_DstABlend] CGPROGRAM #pragma target 4.5 #pragma vertex onchip_vert_deferred #pragma fragment frag #pragma multi_compile_lightpass #pragma multi_compile ___ UNITY_HDR_ON #pragma exclude_renderers nomrt #include "UnityCG.cginc" #include "UnityDeferredLibrary.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "UnityGBuffer.cginc" #include "UnityStandardBRDF.cginc" #include "LightingTemplate.hlsl" half4 frag (unity_v2f_deferred i) : SV_TARGET { return CalculateLight(i); } ENDCG } } Fallback Off }