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Shader "UrpFramework/Diffuse" { Properties { _BaseMap("Base Map",2d) = "white"{} _BaseColor("Base Color",Color) = (1,1,1,1) [Toggle(_ALPHATEST_ON)] _AlphaTestToggle("Alhpa Clipping", Float) = 0 _Cutoff("Alpha Cutoff", Float) = 0.5 [Enum(Off,0,Front,1,Back,2)]_Cull("Cull Mode", Float) = 2.0 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "Queue" = "Geometry" }
HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST;
float4 _BaseColor; float _Cutoff;
CBUFFER_END ENDHLSL
Pass { Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
Cull [_Cull]
HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#pragma vertex UnlitPassVertex #pragma fragment UnlitPassFragment
#pragma shader_feature _ALPHATEST_ON #pragma multi_compile LIGHTMAP_ON #pragma multi_compile _MAIN_LIGHT_SHADOWS
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
struct Attributes { float4 positionOS :POSITION; float4 normalOS :NORMAL; float2 uv :TEXCOORD0; float2 lightmapUV :TEXCOORD1; float4 color :COLOR; };
struct Varyings { float4 positionCS :SV_POSITION; float2 uv :TEXCOORD0; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); float3 normalWS :TEXCOORD2; float3 positionWS :TEXCOORD3; float4 color :COLOR; };
Varyings UnlitPassVertex(Attributes IN) { Varyings OUT = (Varyings)0;
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
OUT.positionCS = positionInputs.positionCS; OUT.positionWS = positionInputs.positionWS;
VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS); OUT.normalWS = normalInputs.normalWS; OUTPUT_LIGHTMAP_UV(IN.lightmapUV, unity_LightmapST, OUT.lightmapUV);
OUTPUT_SH(OUT.normalWS, OUT.vertexSH);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); OUT.color = IN.color;
return OUT; }
half4 UnlitPassFragment(Varyings IN) :SV_TARGET { half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
#ifdef _ALPHATEST_ON clip(baseMap.a - _Cutoff); #endif
half3 bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, IN.normalWS); float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS); Light mainLight = GetMainLight(shadowCoord); half3 attLightColor = mainLight.color * mainLight.distanceAttenuation * mainLight.shadowAttenuation;
half3 realtimeLight = LightingLambert(attLightColor, mainLight.direction, IN.normalWS);
half3 shading = float4(bakedGI + realtimeLight, 1); half3 albedo = baseMap * _BaseColor * IN.color; return float4(albedo * (bakedGI + realtimeLight), 1); } ENDHLSL }
Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual
ColorMask 0 Cull[_Cull]
HLSLPROGRAM
#pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma multi_compile_instancing
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL }
Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"}
ZWrite On ZTest LEqual
ColorMask 0
HLSLPROGRAM #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment
#pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBED0_CHANNEL_A
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } Pass { Name "DepthNoramls" Tags{"LightMode" = "DepthNormals"}
ZWrite On ZTest LEqual
HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment
#pragma shader_feature_local _NORMAL_MAP #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBED0_CHANNEL_A
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" ENDHLSL } } }
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