////////////////////////////////////////////////////// // MK Toon URP Standard Simple // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2020 All rights reserved. // ////////////////////////////////////////////////////// Shader "MK/Toon/URP/Standard/Simple" { Properties { //CurvedWorldSupport //CurvedWorldProperties // ///////////////// // Options // ///////////////// [Enum(MK.Toon.Surface)] _Surface ("", int) = 0 _Blend ("", int) = 0 [Toggle] _AlphaClipping ("", int) = 0 [Enum(MK.Toon.RenderFace)] _RenderFace ("", int) = 2 ///////////////// // Input // ///////////////// [MainColor] _AlbedoColor ("", Color) = (1,1,1,1) [Enum(UV0,0,UV7,7)] _DetailUVSet ("", int) = 0 _AlphaCutoff ("", Range(0, 1)) = 0.5 [MainTexture] _AlbedoMap ("", 2D) = "white" {} _AlbedoMapIntensity ("", Range(0, 1)) = 1.0 [MKToonColorRGB] _SpecularColor ("", Color) = (1, 1, 1, 1) _SpecularMap ("", 2D) = "white" {} _Smoothness ("", Range(0, 1)) = 0.5 _NormalMapIntensity ("", Float) = 1 [Normal] _NormalMap ("", 2D) = "bump" {} _EmissionColor ("", Color) = (0, 0, 0, 1) _EmissionMap ("", 2D) = "black" {} ///////////////// // Stylize // ///////////////// [Enum(MK.Toon.Light)] _Light ("", int) = 1 _DiffuseRamp ("", 2D) = "grey" {} _DiffuseSmoothness ("", Range (0.0, 1.0)) = 0.0 _DiffuseThresholdOffset ("", Range (0.0, 1.0)) = 0.25 _SpecularRamp("", 2D) = "grey" {} _SpecularSmoothness ("", Range (0.0, 1.0)) = 0.0 _SpecularThresholdOffset ("", Range (0.0, 1.0)) = 0.25 _RimRamp ("", 2D) = "grey" {} _RimSmoothness ("", Range (0.0, 1.0)) = 0.5 _RimThresholdOffset ("", Range (0.0, 1.0)) = 0.25 [MKToonLightBands] _LightBands ("", Range (2, 12)) = 4 _LightBandsScale ("", Range (0.0, 1.0)) = 0.5 _LightThreshold ("", Range (0.0, 1.0)) = 0.5 _AdditionalLightsThreshold ("", Range (0.0, 1.0)) = 0.5 _AdditionalLightsFalloff ("", Range (0.0, 1.0)) = 1.0 _ThresholdMap ("", 2D) = "gray" {} _ThresholdMapScale ("", Float) = 1 _GoochRampIntensity ("", Range (0.0, 1.0)) = 0.5 _GoochRamp ("", 2D) = "white" {} _GoochBrightColor ("", Color) = (1, 1, 1, 1) _GoochDarkColor ("", Color) = (0, 0, 0, 1) _GoochDarkRemapMin ("", Range (0.0, 1.0)) = 0.0 _GoochDarkRemapMax ("", Range (0.0, 1.0)) = 1.0 [Toggle] _GoochDarkRemapFadeWithIndirect ("", int) = 0 _Contrast ("", Float) = 1.0 _Hue ("", Range(0.0, 1.0)) = 0.0 [MKToonSaturation] _Saturation ("", Float) = 1.0 [MKToonBrightness] _Brightness ("", Float) = 1 [Enum(MK.Toon.Iridescence)] _Iridescence ("", int) = 0 _IridescenceRamp ("", 2D) = "white" {} _IridescenceSize ("", Range(0.0, 5.0)) = 1.0 _IridescenceColor ("", Color) = (1, 1, 1, 0.5) _IridescenceSmoothness ("", Range (0.0, 1.0)) = 0.5 _IridescenceThresholdOffset ("", Range (0.0, 1.0)) = 0.0 [Enum(MK.Toon.Rim)] _Rim ("", int) = 0 _RimSize ("", Range(0.0, 5.0)) = 1.0 _RimColor ("", Color) = (1, 1, 1, 1) _RimBrightColor ("", Color) = (1, 1, 1, 1) _RimDarkColor ("", Color) = (0, 0, 0, 1) [Enum(MK.Toon.ColorGrading)] _ColorGrading ("", int) = 0 [Toggle] _VertexAnimationStutter ("", int) = 0 [Enum(MK.Toon.VertexAnimation)] _VertexAnimation ("", int) = 0 _VertexAnimationIntensity ("", Range(0, 1)) = 0.05 _VertexAnimationMap ("", 2D) = "white" {} _NoiseMap ("", 2D) = "white" {} [MKToonVector3Drawer] _VertexAnimationFrequency ("", Vector) = (2.5, 2.5, 2.5, 1) [Enum(MK.Toon.Dissolve)] _Dissolve ("", int) = 0 _DissolveMapScale ("", Float) = 1 _DissolveMap ("", 2D) = "white" {} _DissolveAmount ("", Range(0.0, 1.0)) = 0.5 _DissolveBorderSize ("", Range(0.0, 1.0)) = 0.25 _DissolveBorderRamp ("", 2D) = "white" {} [HDR] _DissolveBorderColor ("", Color) = (1, 1, 1, 1) [Enum(MK.Toon.Artistic)] _Artistic ("", int) = 0 [Enum(MK.Toon.ArtisticProjection)] _ArtisticProjection ("", int) = 0 _ArtisticFrequency ("", Range(1, 10)) = 1 _DrawnMapScale ("", Float) = 1 _DrawnMap ("", 2D) = "white" {} _DrawnClampMin ("", Range(0.0, 1.0)) = 0.0 _DrawnClampMax ("", Range(0.0, 1.0)) = 1.0 _HatchingMapScale ("", Float) = 1 _HatchingBrightMap ("", 2D) = "white" {} _HatchingDarkMap ("", 2D) = "Black" {} _SketchMapScale ("", Float) = 1 _SketchMap ("", 2D) = "black" {} _ArtisticShadowFilter ("", Range(0.0, 0.5)) = 0.0 ///////////////// // Advanced // ///////////////// [ToggleOff] _ScreenSpaceReflections("Screen Space Reflections", Float) = 1.0 [ToggleOff] _ScreenSpaceReflectionsContributeTransparent("Screen Space Reflections Contribute Transparent", Float) = 1.0 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendSrc ("", int) = 1 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendDst ("", int) = 0 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendSrcAlpha ("", int) = 1 [HideInInspector] [Enum(MK.Toon.BlendFactor)] _BlendDstAlpha ("", int) = 0 [Enum(MK.Toon.ZWrite)] _ZWrite ("", int) = 1.0 [Enum(MK.Toon.ZTest)] _ZTest ("", int) = 4.0 [Toggle] _WrappedLighting ("", int) = 1 _IndirectFade ("", Range(0.0, 1.0)) = 1.0 [Toggle] _ReceiveShadows("", Int) = 1 [Enum(MK.Toon.SpecularSimple)] _Specular ("", int) = 0 [MKToonSpecularIntensity] _SpecularIntensity ("", Float) = 1.0 [Enum(MK.Toon.EnvironmentReflectionSimple)] _EnvironmentReflections ("", int) = 1 [MKToonRenderPriority] _RenderPriority ("", Range(-50, 50)) = 0.0 [Enum(MK.Toon.Stencil)] _Stencil ("", Int) = 1 [MKToonStencilRef] _StencilRef ("", Range(0, 255)) = 0 [MKToonStencilReadMask] _StencilReadMask ("", Range(0, 255)) = 255 [MKToonStencilWriteMask] _StencilWriteMask ("", Range(0, 255)) = 255 [Enum(MK.Toon.StencilComparison)] _StencilComp ("", Int) = 8 [Enum(MK.Toon.StencilOperation)] _StencilPass ("", Int) = 0 [Enum(MK.Toon.StencilOperation)] _StencilFail ("", Int) = 0 [Enum(MK.Toon.StencilOperation)] _StencilZFail ("", Int) = 0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 ///////////////// // Editor Only // ///////////////// [HideInInspector] _Initialized ("", int) = 0 [HideInInspector] _OptionsTab ("", int) = 1 [HideInInspector] _InputTab ("", int) = 1 [HideInInspector] _StylizeTab ("", int) = 0 [HideInInspector] _AdvancedTab ("", int) = 0 ///////////////// // System // ///////////////// [HideInInspector] [Toggle] _AlembicMotionVectors("_AlembicMotionVectors", Float) = 0.0 [HideInInspector] _Cutoff ("", Range(0, 1)) = 0.5 [HideInInspector] _MainTex ("", 2D) = "white" {} [HideInInspector] _Color ("", Color) = (1,1,1,1) [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 4.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 60010000 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #else #pragma multi_compile _ _FORWARD_PLUS #endif #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 60010000 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #else #pragma multi_compile _ _FORWARD_PLUS #endif #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #ifdef MK_UNITY_6000_5_0_OR_NEWER #if defined(UNITY_PLATFORM_META_QUEST) #pragma multi_compile _ META_QUEST_LIGHTUNROLL #pragma multi_compile _ META_QUEST_ORTHO_PROJ #pragma multi_compile _ META_QUEST_NO_SPOTLIGHTS_LIGHT_LOOP #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma vertex ShadowCasterVert #pragma fragment ShadowCasterFrag #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/ShadowCaster/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Tags { "LightMode"="Meta" } Name "Meta" Cull Off HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex MetaVert #pragma fragment MetaFrag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Meta/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[17.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormalsOnly" Tags { "LightMode" = "DepthNormalsOnly" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Motion Vectors ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[16.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } ZWrite On Cull [_RenderFace] ColorMask RG HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex MotionVectorsVert #pragma fragment MotionVectorsFrag #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/MotionVectors/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // XR Motion Vectors ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[17.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "XRMotionVectors" Tags { "LightMode" = "XRMotionVectors" } ZWrite On Cull [_RenderFace] ColorMask RGBA Stencil { WriteMask 1 Ref 1 Comp Always Pass Replace } HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex MotionVectorsVert #pragma fragment MotionVectorsFrag #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #define APPLICATION_SPACE_WARP_MOTION 1 #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #define MK_URP #define MK_UNLIT #define MK_STANDARD #include_with_pragmas "../../Lib/MotionVectors/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 4.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 3.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 60010000 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #else #pragma multi_compile _ _FORWARD_PLUS #endif #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 60010000 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #else #pragma multi_compile _ _FORWARD_PLUS #endif #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #ifdef MK_UNITY_6000_5_0_OR_NEWER #if defined(UNITY_PLATFORM_META_QUEST) #pragma multi_compile _ META_QUEST_LIGHTUNROLL #pragma multi_compile _ META_QUEST_ORTHO_PROJ #pragma multi_compile _ META_QUEST_NO_SPOTLIGHTS_LIGHT_LOOP #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma vertex ShadowCasterVert #pragma fragment ShadowCasterFrag #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/ShadowCaster/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Tags { "LightMode"="Meta" } Name "Meta" Cull Off HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex MetaVert #pragma fragment MetaFrag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Meta/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[17.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormalsOnly" Tags { "LightMode" = "DepthNormalsOnly" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Motion Vectors ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[16.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "MotionVectors" Tags { "LightMode" = "MotionVectors" } ZWrite On Cull [_RenderFace] ColorMask RG HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex MotionVectorsVert #pragma fragment MotionVectorsFrag #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/MotionVectors/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // XR Motion Vectors ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[17.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "XRMotionVectors" Tags { "LightMode" = "XRMotionVectors" } ZWrite On Cull [_RenderFace] ColorMask RGBA Stencil { WriteMask 1 Ref 1 Comp Always Pass Replace } HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex MotionVectorsVert #pragma fragment MotionVectorsFrag #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #define APPLICATION_SPACE_WARP_MOTION 1 #pragma multi_compile_instancing #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #define MK_URP #define MK_UNLIT #define MK_STANDARD #include_with_pragmas "../../Lib/MotionVectors/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 3.5 #pragma only_renderers glcore gles3 #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } ///////////////////////////////////////////////////////////////////////////////////////////// // SM 2.5 ///////////////////////////////////////////////////////////////////////////////////////////// SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD BASE ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,11.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForward" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Tags { "LightMode" = "UniversalForwardOnly" } Name "ForwardBase" Cull [_RenderFace] Blend [_BlendSrc] [_BlendDst], [_BlendSrcAlpha] [_BlendDstAlpha] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_LIGHT_CEL _MK_LIGHT_BANDED _MK_LIGHT_RAMP #pragma shader_feature_local __ _MK_THRESHOLD_MAP #pragma shader_feature_local __ _MK_ARTISTIC_DRAWN _MK_ARTISTIC_HATCHING _MK_ARTISTIC_SKETCH #pragma shader_feature_local __ _MK_ARTISTIC_PROJECTION_SCREEN_SPACE //#pragma shader_feature_local __ _MK_ARTISTIC_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ENVIRONMENT_REFLECTIONS_AMBIENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY #pragma shader_feature_local __ _MK_SPECULAR_ISOTROPIC #pragma shader_feature_local __ _MK_RIM_DEFAULT _MK_RIM_SPLIT #pragma shader_feature_local __ _MK_IRIDESCENCE_DEFAULT #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #pragma shader_feature_local __ _MK_GOOCH_RAMP //#pragma shader_feature_local __ _MK_WRAPPED_DIFFUSE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 202010 #pragma multi_compile_fragment __ _SCREEN_SPACE_OCCLUSION #endif #if UNITY_VERSION >= 202120 #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #if UNITY_VERSION >= 60010000 #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #endif #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #if UNITY_VERSION < 202220 #pragma multi_compile _ _CLUSTERED_RENDERING #endif #pragma multi_compile _ DYNAMICLIGHTMAP_ON #endif #pragma multi_compile_fragment __ _ADDITIONAL_LIGHT_SHADOWS #if UNITY_VERSION >= 60030000 #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #endif #if UNITY_VERSION >= 202330 #pragma multi_compile_fragment __ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #else #pragma multi_compile_fragment __ _SHADOWS_SOFT #endif #pragma shader_feature __ _MK_RECEIVE_SHADOWS #pragma multi_compile __ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile __ DIRLIGHTMAP_COMBINED #pragma multi_compile __ LIGHTMAP_ON #if UNITY_VERSION >= 202330 #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #endif #if UNITY_VERSION >= 202310 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #endif #if UNITY_VERSION >= 202020 #pragma multi_compile __ LIGHTMAP_SHADOW_MIXING #pragma multi_compile __ SHADOWS_SHADOWMASK #else #pragma multi_compile __ _MIXED_LIGHTING_SUBTRACTIVE #endif #if UNITY_VERSION >= 202110 #pragma multi_compile __ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile __ _MAIN_LIGHT_SHADOWS #pragma multi_compile __ _MAIN_LIGHT_SHADOWS_CASCADE #endif #if UNITY_VERSION >= 202320 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #ifdef MK_UNITY_6000_5_0_OR_NEWER #if defined(UNITY_PLATFORM_META_QUEST) #pragma multi_compile _ META_QUEST_LIGHTUNROLL #pragma multi_compile _ META_QUEST_ORTHO_PROJ #pragma multi_compile _ META_QUEST_NO_SPOTLIGHTS_LIGHT_LOOP #endif #endif #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex ForwardVert #pragma fragment ForwardFrag #if UNITY_VERSION >=60010000 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Forward/BaseSetup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // FORWARD ADD ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // DEFERRED ///////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////// // SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALPHA_CLIPPING //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma vertex ShadowCasterVert #pragma fragment ShadowCasterFrag #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/ShadowCaster/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // META ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Tags { "LightMode"="Meta" } Name "Meta" Cull Off HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex MetaVert #pragma fragment MetaFrag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature __ _MK_EMISSION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Meta/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Only ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthOnlyVert #pragma fragment DepthOnlyFrag #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthOnly/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Depth Normals ///////////////////////////////////////////////////////////////////////////////////////////// Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[7.0,16.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } Pass { PackageRequirements { "com.unity.render-pipelines.universal":"[17.0,99.99]" } Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Name "DepthNormalsOnly" Tags { "LightMode" = "DepthNormalsOnly" } ZWrite On Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma exclude_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex DepthNormalsVert #pragma fragment DepthNormalsFrag #if UNITY_VERSION >= 60060000 #pragma multi_compile _ _WRITE_SMOOTHNESS #pragma shader_feature_local _SCREENSPACEREFLECTIONS_OFF #pragma multi_compile_fragment _ _SCREEN_SPACE_REFLECTION #pragma shader_feature_local_fragment _SCREENSPACEREFLECTIONSCONTRIBUTETRANSPARENT_OFF #endif #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_NORMAL_MAP #pragma shader_feature_local __ _MK_DETAIL_NORMAL_MAP #pragma shader_feature_local __ _MK_HEIGHT_MAP #pragma shader_feature_local __ _MK_PARALLAX #if UNITY_VERSION >= 202220 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #if UNITY_VERSION >= 202310 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #endif #pragma multi_compile_instancing #define MK_URP #define MK_SIMPLE #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/DepthNormals/Setup.hlsl" ENDHLSL } ///////////////////////////////////////////////////////////////////////////////////////////// // Motion Vectors ///////////////////////////////////////////////////////////////////////////////////////////// //Disabled for Shader Model 2.5 ///////////////////////////////////////////////////////////////////////////////////////////// // Universal2D ///////////////////////////////////////////////////////////////////////////////////////////// Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend [_BlendSrc] [_BlendDst] ZWrite [_ZWrite] Cull [_RenderFace] HLSLPROGRAM #pragma target 2.5 #pragma only_renderers gles d3d9 d3d11_9x psp2 n3ds wiiu #pragma vertex Universal2DVert #pragma fragment Universal2DFrag #pragma shader_feature_local __ _MK_SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local __ _MK_ALBEDO_MAP #pragma shader_feature_local __ _MK_ALPHA_CLIPPING #pragma shader_feature_local __ _MK_BLEND_PREMULTIPLY _MK_BLEND_ADDITIVE _MK_BLEND_MULTIPLY //#pragma shader_feature_local __ _MK_VERTEX_ANIMATION_STUTTER #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_SINE _MK_VERTEX_ANIMATION_PULSE _MK_VERTEX_ANIMATION_NOISE #pragma shader_feature_local __ _MK_VERTEX_ANIMATION_MAP #pragma shader_feature_local __ _MK_DISSOLVE_DEFAULT _MK_DISSOLVE_BORDER_COLOR _MK_DISSOLVE_BORDER_RAMP #pragma shader_feature_local __ _MK_COLOR_GRADING_ALBEDO _MK_COLOR_GRADING_FINAL_OUTPUT #define MK_URP #define MK_UNLIT #define MK_STANDARD #include_with_pragmas "../../Lib/DotsInstancingSetup.hlsl" #include_with_pragmas "../../Lib/Universal2D/Setup.hlsl" ENDHLSL } } FallBack Off CustomEditor "MK.Toon.Editor.URP.StandardSimpleEditor" }