Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/BakedLit.shader
2024-08-26 23:07:20 +03:00

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Shader "Universal Render Pipeline/Baked Lit"
{
Properties
{
[MainTexture] _BaseMap("Texture", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
// BlendMode
_Surface("__surface", Float) = 0.0
_Blend("__mode", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"IgnoreProjector" = "True"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
// -------------------------------------
// Render State Commands
Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite [_ZWrite]
Cull [_Cull]
Pass
{
Name "BakedLit"
Tags
{
"LightMode" = "UniversalForwardOnly"
}
// -------------------------------------
// Render State Commands
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex BakedLitForwardPassVertex
#pragma fragment BakedLitForwardPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAMODULATE_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile_fog
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
Pass
{
Name "DepthNormalsOnly"
Tags
{
"LightMode" = "DepthNormalsOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
ENDHLSL
}
// Same as DepthNormals pass, but used for deferred renderer and forwardOnly materials.
Pass
{
Name "DepthNormalsOnly"
Tags
{
"LightMode" = "DepthNormalsOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ _NORMALMAP
#pragma shader_feature_local_fragment _ALPHATEST_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
//--------------------------------------
// Defines
#define BUMP_SCALE_NOT_SUPPORTED 1
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// -------------------------------------
// Render State Commands
Cull Off
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaUnlit
// -------------------------------------
// Unity defined keywords
#pragma shader_feature EDITOR_VISUALIZATION
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags
{
"LightMode" = "Universal2D"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags { "LightMode" = "MotionVectors" }
ColorMask RG
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
ENDHLSL
}
Pass
{
Name "XRMotionVectors"
Tags { "LightMode" = "XRMotionVectors" }
ColorMask RGBA
// Stencil write for obj motion pixels
Stencil
{
WriteMask 1
Ref 1
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma shader_feature_local _ALPHATEST_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
#define APLICATION_SPACE_WARP_MOTION 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
ENDHLSL
}
}
FallBack "Universal Render Pipeline/Unlit"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
}