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- Shader "Universal Render Pipeline/Unlit"
- {
- Properties
- {
- [MainTexture] _BaseMap("Texture", 2D) = "white" {}
- [MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
- _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
- // 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
- // ObsoleteProperties
- [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
- [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
- [HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit
- }
- SubShader
- {
- Tags {"RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "Unlit"
- 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
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma multi_compile _ DOTS_INSTANCING_ON
- #include "UnlitInput.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float fogCoord : TEXCOORD1;
- 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.uv = TRANSFORM_TEX(input.uv, _BaseMap);
- output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv;
- 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
- color = MixFog(color, input.fogCoord);
- return half4(color, alpha);
- }
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- 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/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/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
- #pragma exclude_renderers gles gles3 glcore
- #pragma target 4.5
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaUnlit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
- ENDHLSL
- }
- }
- SubShader
- {
- Tags {"RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
- LOD 100
- Blend [_SrcBlend][_DstBlend]
- ZWrite [_ZWrite]
- Cull [_Cull]
- Pass
- {
- Name "Unlit"
- 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
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #include "UnlitInput.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float fogCoord : TEXCOORD1;
- 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.uv = TRANSFORM_TEX(input.uv, _BaseMap);
- output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half2 uv = input.uv;
- 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
- color = MixFog(color, input.fogCoord);
- alpha = OutputAlpha(alpha, _Surface);
- return half4(color, alpha);
- }
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- HLSLPROGRAM
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature_local_fragment _ALPHATEST_ON
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/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
- #pragma only_renderers gles gles3 glcore d3d11
- #pragma target 2.0
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaUnlit
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.UnlitShader"
- }
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