Shader "HDRenderPipeline/Decal" { Properties { _BaseColorMap("BaseColorMap", 2D) = "white" {} _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map _DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal //#pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature _COLORMAP #pragma shader_feature _NORMALMAP //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_DECAL // do we need this now that Material.hlsl is not getting included? //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "ShaderLibrary/Common.hlsl" #include "ShaderLibrary/Wind.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "DecalProperties.hlsl" // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { Pass { Name "DBuffer" // Name is not used Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index // need to optimize this and use proper Cull and ZTest modes for cases when decal geometry is clipped by camera Cull Off ZWrite Off ZTest Always HLSLPROGRAM #define SHADERPASS SHADERPASS_DBUFFER #include "../../ShaderVariables.hlsl" #include "Decal.hlsl" #include "ShaderPass/DecalSharePass.hlsl" #include "DecalData.hlsl" #include "../../ShaderPass/ShaderPassDBuffer.hlsl" ENDHLSL } } CustomEditor "Experimental.Rendering.HDPipeline.DecalUI" }