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 [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("ZWrite", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 // Editmode props [HideInInspector] _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" "ShaderModel"="4.5"} LOD 100 Blend [_SrcBlend][_DstBlend] ZWrite [_ZWrite] Cull [_Cull] Pass { Name "BakedLit" Tags{ "LightMode" = "UniversalForwardOnly" } HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex vert #pragma fragment frag // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON // Lighting include is needed because of GI #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float2 lightmapUV : TEXCOORD1; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); half3 normalWS : TEXCOORD2; #if defined(_NORMALMAP) half4 tangentWS : TEXCOORD3; #endif float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap); output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z); // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.normalWS = normalInput.normalWS; #if defined(_NORMALMAP) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS, output.vertexSH); return output; } half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uv0AndFogCoord.xy; half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON color *= alpha; #endif #if defined(_NORMALMAP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); #else half3 normalWS = input.normalWS; #endif normalWS = NormalizeNormalPerPixel(normalWS); color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS); #if defined(_SCREEN_SPACE_OCCLUSION) float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.vertex); color *= SampleAmbientOcclusion(normalizedScreenSpaceUV); #endif color = MixFog(color, input.uv0AndFogCoord.z); alpha = OutputAlpha(alpha, _Surface); return half4(color, alpha); } ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #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 Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON //-------------------------------------- // Defines #define BUMP_SCALE_NOT_SUPPORTED 1 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #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"} Cull Off HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaBakedLit #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" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5 #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } SubShader { Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"} LOD 100 Blend [_SrcBlend][_DstBlend] ZWrite [_ZWrite] Cull [_Cull] Pass { Name "BakedLit" Tags{ "LightMode" = "UniversalForwardOnly" } HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex vert #pragma fragment frag // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // Lighting include is needed because of GI #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float2 lightmapUV : TEXCOORD1; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); half3 normalWS : TEXCOORD2; #if defined(_NORMALMAP) half4 tangentWS : TEXCOORD3; #endif float4 vertex : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); output.vertex = vertexInput.positionCS; output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap); output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z); // normalWS and tangentWS already normalize. // this is required to avoid skewing the direction during interpolation // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); output.normalWS = normalInput.normalWS; #if defined(_NORMALMAP) real sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS, output.vertexSH); return output; } half4 frag(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half2 uv = input.uv0AndFogCoord.xy; half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv); half3 color = texColor.rgb * _BaseColor.rgb; half alpha = texColor.a * _BaseColor.a; AlphaDiscard(alpha, _Cutoff); #ifdef _ALPHAPREMULTIPLY_ON color *= alpha; #endif #if defined(_NORMALMAP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); #else half3 normalWS = input.normalWS; #endif normalWS = NormalizeNormalPerPixel(normalWS); color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS); #if defined(_SCREEN_SPACE_OCCLUSION) float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.vertex); color *= SampleAmbientOcclusion(normalizedScreenSpaceUV); #endif color = MixFog(color, input.uv0AndFogCoord.z); alpha = OutputAlpha(alpha, _Surface); return half4(color, alpha); } ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local_fragment _ALPHATEST_ON #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 Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _ _NORMALMAP #pragma shader_feature_local_fragment _ALPHATEST_ON //-------------------------------------- // Defines #define BUMP_SCALE_NOT_SUPPORTED 1 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #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"} Cull Off HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaBakedLit #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" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 #pragma target 2.0 #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } } FallBack "Universal Render Pipeline/Unlit" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader" }