Shader "Custom/Base_Shader" { Properties { _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 [Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [Normal] _BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Normal Scale", Float) = 1.0 [NoScaleOffset] _MRAE("MRAE Map (Metallic (R) Roughness (G) AO (B) Emissive (A))", 2D) = "white" {} [Space(10)] _Metallic("Metallic Intensity", Range(0.0, 1.0)) = 0.0 _MinSmoothness("MinRoughness Intensity", Range(0.0, 1.0)) = 0.0 _MaxSmoothness("MaxRoghness Intensity", Range(0.0, 1.0)) = 1 //[HideInInspector] _Smoothness("Smoothness Multiplier", Range(0.0, 1.0)) = 1.0 _OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0 [Space(10)] [HDR]_EmissionColorA("Emissive Color A", Color) = (0,0,0) [HDR]_EmissionColorB("Emissive Color B", Color) = (1,1,1) _EmissionIntensity("Emissive Intensity", Range(0.0, 20.0)) = 0.0 //[HideInInspector][HDR]_EmissionColor("Emission Color (Legacy)", Color) = (1,1,1) [Space(10)] [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [Space(10)] // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector] _Surface("Surface Type", Float) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" } LOD 300 Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } ZWrite On Cull[_Cull] HLSLPROGRAM #pragma target 4.5 #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options renderinglayer #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "Assets\JGW\Art\Shader/CustomLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" half4 LitPassFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeStandardLitSurfaceData(input.uv, surfaceData); half4 mrae = SAMPLE_TEXTURE2D(_MRAE, sampler_MRAE, input.uv); surfaceData.metallic = saturate(mrae.r * _Metallic); surfaceData.smoothness = saturate(lerp(_MinSmoothness, _MaxSmoothness, mrae.g)); surfaceData.occlusion = saturate(LerpWhiteTo(mrae.b, _OcclusionStrength)); surfaceData.emission = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * mrae.a * _EmissionIntensity; InputData inputData; InitializeInputData(input, surfaceData.normalTS, inputData); half4 color = UniversalFragmentPBR(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma multi_compile_instancing #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Assets\JGW\Art\Shader/CustomLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull[_Cull] HLSLPROGRAM #pragma target 4.5 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Assets\JGW\Art\Shader/CustomLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma target 4.5 #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaLit #pragma shader_feature EDITOR_VISUALIZATION #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _ALPHATEST_ON #include "Assets\JGW\Art\Shader/CustomLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" }