// Shader targeted for low end devices. Single Pass Forward Rendering. Shader "Amazing Assets/Curved World/Simple Lit" { // Keep properties of StandardSpecular shader for upgrade reasons. Properties { [CurvedWorldBendSettings] _CurvedWorldBendSettings("0,27|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 _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) _SpecGlossMap("Specular Map", 2D) = "white" {} [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessSource("Smoothness Source", Float) = 0.0 [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} _EmissionColor("Emission Color", Color) = (0,0,0) [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 [ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 [HideInInspector] _Smoothness("SMoothness", Float) = 0.5 // 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 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } // Use same blending / depth states as Standard shader Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA #pragma shader_feature _NORMALMAP #pragma shader_feature _EMISSION #pragma shader_feature _RECEIVE_SHADOWS_OFF // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SimpleLitForwardPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" #include "ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../Core/CurvedWorldTransform.cginc" #include "DepthOnlyPass.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature _EMISSION #pragma shader_feature _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" ENDHLSL } //PassName "ScenePickingPass" Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/SceneSelection.cginc" ENDCG } //Pass "ScenePickingPass" //PassName "SceneSelectionPass" Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/SceneSelection.cginc" ENDCG } //Pass "SceneSelectionPass" } Fallback "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.CurvedWorld_SimpleLitShader" }