Files
Hasebe/Assets/MK/MKToon/Shader/URP/Standard/StandardSimple.shader
2026-10-09 17:25:14 +03:00

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81 KiB
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Executable File

//////////////////////////////////////////////////////
// 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"
}