// 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" }