rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/Universal/SimpleLit.shader

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2023-09-18 20:09:22 +03:00
// Shader targeted for low end devices. Single Pass Forward Rendering.
Shader "Amazing Assets/Advanced Dissolve/Simple Lit"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties
{
//[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1)
_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5)
_SpecGlossMap("Specular Map", 2D) = "white" {}
_SmoothnessSource("Smoothness Source", Float) = 0.0
_SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _Shininess("Smoothness", Float) = 0.0
[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0
[HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//Advanced Dissolve Properties Start////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Cutout
[HideInInspector] _AdvancedDissolveCutoutStandardClip("", Range(0,1)) = 0.5
[HideInInspector] _AdvancedDissolveCutoutStandardMap1("", 2D) = "white" { }
[HideInInspector] _AdvancedDissolveCutoutStandardMap1Tiling("", Vector) = (1, 1, 1, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap1Offset("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap1Scroll("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap1Intensity("", Range(0, 1)) = 1
[HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap1Channel("", INT) = 3
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap1Invert("", INT) = 0
[HideInInspector] _AdvancedDissolveCutoutStandardMap2("", 2D) = "white" { }
[HideInInspector] _AdvancedDissolveCutoutStandardMap2Tiling("", Vector) = (1, 1, 1, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap2Offset("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap2Scroll("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap2Intensity("", Range(0, 1)) = 1
[HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap2Channel("", INT) = 3
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap2Invert("", INT) = 0
[HideInInspector] _AdvancedDissolveCutoutStandardMap3("", 2D) = "white" { }
[HideInInspector] _AdvancedDissolveCutoutStandardMap3Tiling("", Vector) = (1, 1, 1, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap3Offset("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap3Scroll("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutStandardMap3Intensity("", Range(0, 1)) = 1
[HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap3Channel("", INT) = 3
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap3Invert("", INT) = 0
[HideInInspector][Enum(Multiply, 0, Add, 1)] _AdvancedDissolveCutoutStandardMapsBlendType("", Float) = 0
[HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutStandardMapsTriplanarMappingSpace("", Float) = 0
[HideInInspector][Enum(Constant, 0, Camera Relative, 1)] _AdvancedDissolveCutoutStandardMapsScreenSpaceUVScale("", Float) = 0
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardBaseInvert("", INT) = 0
//Geometric
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutGeometricInvert("", Float) = 0
[HideInInspector] _AdvancedDissolveCutoutGeometricNoise("", Float) = 0.1
[HideInInspector][Enum(X, 0, Y, 1, Z, 2)] _AdvancedDissolveCutoutGeometricXYZAxis("", Float) = 0
[HideInInspector][Enum(Linear, 0, Symmetrical, 1)] _AdvancedDissolveCutoutGeometricXYZStyle("", Float) = 0
[HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutGeometricXYZSpace("", Float) = 0
[HideInInspector] _AdvancedDissolveCutoutGeometricXYZRollout("", Float) = 0
[HideInInspector] _AdvancedDissolveCutoutGeometricXYZPosition("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveCutoutGeometric1Position("", Vector) = (0,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric1Normal("", Vector) = (1,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric1Radius("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric1Height("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric2Position("", Vector) = (0,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric2Normal("", Vector) = (1,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric2Radius("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric2Height("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric3Position("", Vector) = (0,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric3Normal("", Vector) = (1,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric3Radius("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric3Height("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric4Position("", Vector) = (0,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric4Normal("", Vector) = (1,0,0,0)
[HideInInspector] _AdvancedDissolveCutoutGeometric4Radius("", Float) = 1
[HideInInspector] _AdvancedDissolveCutoutGeometric4Height("", Float) = 1
//Edge
[HideInInspector] _AdvancedDissolveEdgeBaseWidthStandard("", Range(0,1)) = 0.1
[HideInInspector] _AdvancedDissolveEdgeBaseWidthGeometric("", Range(0,1)) = 0.1
[HideInInspector][Enum(Solid, 0, Smooth, 1, Smoother, 2)] _AdvancedDissolveEdgeBaseShape("", INT) = 0
[HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeBaseColor("", Color) = (0,1,0,1)
[HideInInspector] _AdvancedDissolveEdgeBaseColorTransparency("", Range(0, 1)) = 1
[HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeBaseColorIntensity("", Vector) = (0, 0, 0, 0)
[HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeAdditionalColor("", color) = (1, 0, 0, 1)
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorTransparency("", Range(0, 1)) = 1
[HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeAdditionalColorIntensity("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorMap("", 2D) = "white" { }
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapTiling("", Vector) = (1, 1, 1, 0)
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapOffset("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapScroll("", Vector) = (0, 0, 0, 0)
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorMapReverse("", FLOAT) = 0
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapMipmap("", Range(0, 10)) = 1
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorPhaseOffset("", FLOAT) = 0
[HideInInspector] _AdvancedDissolveEdgeAdditionalColorAlphaOffset("", Range(-1, 1)) = 0
[HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorClipInterpolation("", Float) = 0
[HideInInspector] _AdvancedDissolveEdgeUVDistortionMap("", 2D) = "black" { }
[HideInInspector] _AdvancedDissolveEdgeUVDistortionMapTiling("", Vector) = (1, 1, 1, 0)
[HideInInspector] _AdvancedDissolveEdgeUVDistortionMapOffset("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveEdgeUVDistortionMapScroll("", Vector) = (0, 0, 0, 0)
[HideInInspector] _AdvancedDissolveEdgeUVDistortionStrength("", Float) = 0
[HideInInspector][AdvancedDissolvePositiveFloat] _AdvancedDissolveEdgeGIMetaPassMultiplier("", Float) = 1
//Keywords
[HideInInspector][AdvancedDissolveKeywordState] _AdvancedDissolveKeywordState("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordCutoutStandardSource] _AdvancedDissolveKeywordCutoutStandardSource("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordCutoutStandardMappingType] _AdvancedDissolveKeywordCutoutStandardSourceMapsMappingType("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordCutoutGeometricType] _AdvancedDissolveKeywordCutoutGeometricType("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordCutoutGeometricCount] _AdvancedDissolveKeywordCutoutGeometricCount("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordEdgeBaseSource] _AdvancedDissolveKeywordEdgeBaseSource("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordEdgeAdditionalColorSource] _AdvancedDissolveKeywordEdgeAdditionalColorSource("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordEdgeUVDistortionSource] _AdvancedDissolveKeywordEdgeUVDistortionSource("", INT) = 0
[HideInInspector][AdvancedDissolveKeywordGlobalControlID] _AdvancedDissolveKeywordGlobalControlID("", INT) = 0
//BakedKeywords
[HideInInspector] _AdvancedDissolveBakedKeywords("", Vector) = (0,0,0,0)
//Advanced Dissolve Properties End////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
LOD 300
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite[_ZWrite]
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
//#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitGBufferPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull[_Cull]
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
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveDepthOnlyPass.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
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_META_PASS
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
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/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveUniversal2D.hlsl"
ENDHLSL
}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}
LOD 300
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex LitPassVertexSimple
#pragma fragment LitPassFragmentSimple
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitForwardPass.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveShadowCasterPass.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull[_Cull]
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
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveDepthOnlyPass.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
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitDepthNormalsPass.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 UniversalFragmentMetaSimple
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _SPECGLOSSMAP
#pragma shader_feature EDITOR_VISUALIZATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_META_PASS
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveSimpleLitMetaPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
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/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Advanced Dissolve Keywords Start///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _AD_STATE_ENABLED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED
#pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH
#pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR
#pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL
#pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED
#pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP
#pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR
//Advanced Dissolve Keywords End/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE
#include "../cginc/Defines.cginc"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _SpecColor;
half4 _EmissionColor;
half _Cutoff;
half _Surface;
CBUFFER_END
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "../cginc/Core.cginc"
#include "AdvancedDissolveSimpleLitInput.hlsl"
#include "AdvancedDissolveUniversal2D.hlsl"
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.AdvancedDissolve_SimpleLitShader"
}