Shader "HDRP/Unlit" { Properties { // Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI. [MainColor] _UnlitColor("Color", Color) = (1,1,1,1) [MainTexture] _UnlitColorMap("ColorMap", 2D) = "white" {} [HideInInspector] _AlphaRemapMin("AlphaRemapMin", Float) = 0.0 [HideInInspector] _AlphaRemapMax("AlphaRemapMax", Float) = 1.0 [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} // Used only to serialize the LDR and HDR emissive color in the material UI, // in the shader only the _EmissiveColor should be used [HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0) [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 [HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0 [ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0 _EmissiveIntensity("Emissive Intensity", Float) = 1 _EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0 _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, Replace, 2)] _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] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _TransparentSortPriority("_TransparentSortPriority", Float) = 0 // Blending state _SurfaceType("__surfacetype", Float) = 0.0 _BlendMode("__blendmode", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0 [HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0 [HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0 [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 [Enum(UnityEngine.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default [Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("_OpaqueCullMode", Int) = 2 // Back culling by default [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 0.0 [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 [Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // Depth prepass [HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing [HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay // Motion vector pass [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 32 // StencilUsage.ObjectMotionVector [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 32 // StencilUsage.ObjectMotionVector [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 // Distortion vector pass [HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 2 // StencilUsage.DistortionVectors [HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 2 // StencilUsage.DistortionVectors // 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) // For raytracing indirect illumination effects, we need to be able to define if the emissive part of the material should contribute or not (mainly for area light sources in order to avoid double contribution) // By default, the emissive is contributing [HideInInspector] _IncludeIndirectLighting("_IncludeIndirectLighting", Float) = 1.0 // 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. [HideInInspector] _MainTex("Albedo", 2D) = "white" {} [HideInInspector] _Color("Color", Color) = (1,1,1,1) [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature_local _ALPHATEST_ON // #pragma shader_feature_local _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_local_fragment _EMISSIVE_COLOR_MAP #pragma shader_feature_local_raytracing _EMISSIVE_COLOR_MAP // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl" 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 Off ZWrite On HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS // This will drive the output of the scene selection shader #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag #pragma editor_sync_compilation ENDHLSL } Pass { Name "DepthForwardOnly" Tags{ "LightMode" = "DepthForwardOnly" } Stencil { WriteMask [_StencilWriteMaskDepth] Ref [_StencilRefDepth] Comp Always Pass Replace } Cull[_CullMode] AlphaToMask [_AlphaCutoffEnable] ZWrite On HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // Note: Only shader graph support Shadow Matte, so we do'nt need normal buffer here #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH // Note we don't need to define WRITE_NORMAL_BUFFER // Note we don't need to define WRITE_DECAL_BUFFER #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } Pass { Name "MotionVectors" Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity Stencil { WriteMask [_StencilWriteMaskMV] Ref [_StencilRefMV] Comp Always Pass Replace } Cull[_CullMode] AlphaToMask [_AlphaCutoffEnable] ZWrite On HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // Note: Only shader graph support Shadow Matte, so we do'nt need normal buffer here #pragma multi_compile_fragment _ WRITE_MSAA_DEPTH // Note we don't need to define WRITE_NORMAL_BUFFER // Note we don't need to define WRITE_DECAL_BUFFER #define SHADERPASS SHADERPASS_MOTION_VECTORS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } // Unlit shader always render in forward Pass { Name "ForwardOnly" Tags { "LightMode" = "ForwardOnly" } Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] Blend 1 SrcAlpha OneMinusSrcAlpha // target 1 alpha blend required for VT feedback. All other uses will pass 1. ZWrite [_ZWrite] ZTest [_ZTestDepthEqualForOpaque] Stencil { WriteMask[_StencilWriteMask] Ref[_StencilRef] Comp Always Pass Replace } Cull [_CullMode] HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile _ DEBUG_DISPLAY #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif #define SHADERPASS SHADERPASS_FORWARD_UNLIT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass is not used during regular rendering. Pass { Name "META" Tags{ "LightMode" = "META" } Cull Off HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // 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 #pragma shader_feature EDITOR_VISUALIZATION // Use Unity's built-in matrices for meta pass rendering #define SCENEPICKINGPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } Pass { Name "DistortionVectors" Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilRefDistortionVec] Ref [_StencilRefDistortionVec] Comp Always Pass Replace } Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend] BlendOp Add, [_DistortionBlurBlendOp] ZTest [_ZTestModeDistortion] ZWrite off Cull [_CullMode] HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #define SHADERPASS SHADERPASS_DISTORTION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } Pass { Name "FullScreenDebug" Tags{ "LightMode" = "FullScreenDebug" } Cull[_CullMode] ZWrite Off ZTest LEqual HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl" #pragma vertex Vert #pragma fragment Frag ENDHLSL } } SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Name "IndirectDXR" Tags{ "LightMode" = "IndirectDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" ENDHLSL } Pass { Name "ForwardDXR" Tags{ "LightMode" = "ForwardDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" ENDHLSL } Pass { Name "GBufferDXR" Tags{ "LightMode" = "GBufferDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" ENDHLSL } Pass { Name "VisibilityDXR" Tags{ "LightMode" = "VisibilityDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #define SHADOW_LOW #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" ENDHLSL } Pass { Name "DebugDXR" Tags{ "LightMode" = "DebugDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingDebug.hlsl" ENDHLSL } Pass { Name "PathTracingDXR" Tags{ "LightMode" = "PathTracingDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE #ifdef SENSORSDK_OVERRIDE_REFLECTANCE #define SENSORSDK_ENABLE_LIDAR #endif #define SHADERPASS SHADERPASS_PATH_TRACING #define SHADER_UNLIT #define HAS_LIGHTLOOP // Used when computing volumetric scattering #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" ENDHLSL } } FallBack "Hidden/HDRP/FallbackError" CustomEditor "Rendering.HighDefinition.UnlitGUI" }