// Use this shader as a fallback when trying to render using a BatchRendererGroup with a shader that doesn't define a ScenePickingPass or SceneSelectionPass. Shader "Hidden/Universal Render Pipeline/BRGPicking" { // The shader does not use these properties, but they have to be declared to // make the shader SRP Batcher compatible. Properties { [HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this // material work with both Universal Render Pipeline and Builtin Unity Pipeline Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "ShaderModel"="4.5"} LOD 300 Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } Cull [_CullMode] HLSLPROGRAM #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile DOTS_INSTANCING_ON #pragma vertex Vert #pragma fragment Frag #define SCENEPICKINGPASS float4 _SelectionID; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; Varyings Vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); float4x4 objectToWorld = UNITY_DOTS_MATRIX_M; float4 positionWS = mul(objectToWorld, float4(input.positionOS.xyz, 1.0)); output.positionCS = mul(unity_MatrixVP, positionWS); return output; } half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); return unity_SelectionID; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags {"LightMode" = "SceneSelectionPass"} Cull [_CullMode] HLSLPROGRAM #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile DOTS_INSTANCING_ON #pragma vertex Vert #pragma fragment Frag #define SCENESELECTIONPASS int _ObjectId; int _PassValue; #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" struct Attributes { float4 positionOS : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; Varyings Vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); return output; } half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); return half4(_ObjectId, _PassValue, 1.0, 1.0); } ENDHLSL } } FallBack Off }