Shader "LWSimpleLit" {
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{ _Color("Color", Color) = (0.5, 0.5, 0.5, 1) _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Shininess("Shininess", Range(0.01, 1.0)) = 0.5 _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 _SpecColor("Specular", Color) = (0.5, 0.5, 0.5) _SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_EmissionColor("Emission Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {}
// Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0
[ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 }
SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"} LOD 300
Pass { Name "ForwardLit" Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull]
HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0
// ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _RECEIVE_SHADOWS_OFF
// ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog
//-------------------------------------- // GPU Instancing #pragma multi_compile_instancing
#pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitForwardPass.hlsl" ENDHLSL }
Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual Cull[_Cull]
HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0
// ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
//-------------------------------------- // GPU Instancing #pragma multi_compile_instancing
#pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl" ENDHLSL }
Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"}
ZWrite On ColorMask 0 Cull[_Cull]
HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0
#pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment
// ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
//-------------------------------------- // GPU Instancing #pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/DepthOnlyPass.hlsl" ENDHLSL }
// This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex LightweightVertexMeta #pragma fragment LightweightFragmentMetaSimple
#pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/SimpleLitMetaPass.hlsl"
ENDHLSL } } Fallback "Hidden/InternalErrorShader" CustomEditor "UnityEditor.Experimental.Rendering.LightweightPipeline.SimpleLitShaderGUI" }
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