- Unity 6.2 → 6.3 업그레이드 - Beautify URP 에셋 업데이트 - Stylized Water 3 에셋 제거 - PIDI Planar Reflections shadergraph 업데이트 - 각종 메타파일 및 에셋 파일 Unity 6.3 호환 업데이트 - lilToon, AmplifyShaderEditor 등 외부 에셋 설정 변경 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
921 lines
41 KiB
GLSL
921 lines
41 KiB
GLSL
Shader "Hidden/ltspass_lite_opaque"
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{
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Properties
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{
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//----------------------------------------------------------------------------------------------------------------------
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// Base
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[lilToggle] _Invisible ("sInvisible", Int) = 0
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_AsUnlit ("sAsUnlit", Range(0, 1)) = 0
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_Cutoff ("sCutoff", Range(-0.001,1.001)) = 0.5
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_SubpassCutoff ("sSubpassCutoff", Range(0,1)) = 0.5
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[lilToggle] _FlipNormal ("sFlipBackfaceNormal", Int) = 0
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[lilToggle] _ShiftBackfaceUV ("sShiftBackfaceUV", Int) = 0
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_BackfaceForceShadow ("sBackfaceForceShadow", Range(0,1)) = 0
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_VertexLightStrength ("sVertexLightStrength", Range(0,1)) = 0
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_LightMinLimit ("sLightMinLimit", Range(0,1)) = 0.05
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_LightMaxLimit ("sLightMaxLimit", Range(0,10)) = 1
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_BeforeExposureLimit ("sBeforeExposureLimit", Float) = 10000
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_MonochromeLighting ("sMonochromeLighting", Range(0,1)) = 0
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_AlphaBoostFA ("sAlphaBoostFA", Range(1,100)) = 10
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_lilDirectionalLightStrength ("sDirectionalLightStrength", Range(0,1)) = 1
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[lilVec3B] _LightDirectionOverride ("sLightDirectionOverrides", Vector) = (0.001,0.002,0.001,0)
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_AAStrength ("sAAShading", Range(0, 1)) = 1
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[NoScaleOffset] _TriMask ("TriMask", 2D) = "white" {}
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//----------------------------------------------------------------------------------------------------------------------
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// Main
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[lilHDR] [MainColor] _Color ("sColor", Color) = (1,1,1,1)
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[MainTexture] _MainTex ("Texture", 2D) = "white" {}
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[lilUVAnim] _MainTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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//----------------------------------------------------------------------------------------------------------------------
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// Shadow
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[lilToggleLeft] _UseShadow ("sShadow", Int) = 0
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_ShadowBorder ("sBorder", Range(0, 1)) = 0.5
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_ShadowBlur ("sBlur", Range(0, 1)) = 0.1
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[NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {}
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_Shadow2ndBorder ("sBorder", Range(0, 1)) = 0.5
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_Shadow2ndBlur ("sBlur", Range(0, 1)) = 0.3
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[NoScaleOffset] _Shadow2ndColorTex ("Shadow 2nd Color", 2D) = "black" {}
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_ShadowEnvStrength ("sShadowEnvStrength", Range(0, 1)) = 0
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_ShadowBorderColor ("sShadowBorderColor", Color) = (1,0,0,1)
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_ShadowBorderRange ("sShadowBorderRange", Range(0, 1)) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// MatCap
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[lilToggleLeft] _UseMatCap ("sMatCap", Int) = 0
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_MatCapTex ("Texture", 2D) = "white" {}
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[lilVec2R] _MatCapBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0)
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[lilToggle] _MatCapZRotCancel ("sMatCapZRotCancel", Int) = 1
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[lilToggle] _MatCapPerspective ("sFixPerspective", Int) = 1
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_MatCapVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1
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[lilToggle] _MatCapMul ("Multiply", Int) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Rim
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[lilToggleLeft] _UseRim ("sRimLight", Int) = 0
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[lilHDR] _RimColor ("sColor", Color) = (1,1,1,1)
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_RimBorder ("sBorder", Range(0, 1)) = 0.5
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_RimBlur ("sBlur", Range(0, 1)) = 0.1
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[PowerSlider(3.0)]_RimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 3.0
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_RimShadowMask ("sShadowMask", Range(0, 1)) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Emmision
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[lilToggleLeft] _UseEmission ("Use Emission", Int) = 0
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[HDR][lilHDR] _EmissionColor ("sColor", Color) = (1,1,1,1)
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_EmissionMap ("Texture", 2D) = "white" {}
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[lilUVAnim] _EmissionMap_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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[lilEnum] _EmissionMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0
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[lilBlink] _EmissionBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0)
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//----------------------------------------------------------------------------------------------------------------------
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// Outline
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[lilHDR] _OutlineColor ("sColor", Color) = (0.8,0.85,0.9,1)
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_OutlineTex ("Texture", 2D) = "white" {}
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[lilUVAnim] _OutlineTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0)
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[lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.05
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[NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {}
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_OutlineFixWidth ("sFixWidth", Range(0,1)) = 1
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[lilEnum] _OutlineVertexR2Width ("sOutlineVertexColorUsages", Int) = 0
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[lilToggle] _OutlineDeleteMesh ("sDeleteMesh0", Int) = 0
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_OutlineEnableLighting ("sEnableLighting", Range(0, 1)) = 1
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_OutlineZBias ("Z Bias", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Save (Unused)
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[HideInInspector] _BaseColor ("sColor", Color) = (1,1,1,1)
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[HideInInspector] _BaseMap ("Texture", 2D) = "white" {}
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[HideInInspector] _BaseColorMap ("Texture", 2D) = "white" {}
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[HideInInspector] _lilToonVersion ("Version", Int) = 43
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//----------------------------------------------------------------------------------------------------------------------
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// Advanced
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[lilEnum] _Cull ("sCullModes", Int) = 2
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("sSrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("sDstBlendRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("sSrcBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("sDstBlendAlpha", Int) = 10
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("sBlendOpRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha ("sBlendOpAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFA ("sSrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFA ("sDstBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlphaFA ("sSrcBlendAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlphaFA ("sDstBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpFA ("sBlendOpRGB", Int) = 4
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlphaFA ("sBlendOpAlpha", Int) = 4
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[lilToggle] _ZClip ("sZClip", Int) = 1
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[lilToggle] _ZWrite ("sZWrite", Int) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("sZTest", Int) = 4
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[IntRange] _StencilRef ("Ref", Range(0, 255)) = 0
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[IntRange] _StencilReadMask ("ReadMask", Range(0, 255)) = 255
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[IntRange] _StencilWriteMask ("WriteMask", Range(0, 255)) = 255
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Comp", Float) = 8
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("Pass", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Fail", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("ZFail", Float) = 0
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_OffsetFactor ("sOffsetFactor", Float) = 0
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_OffsetUnits ("sOffsetUnits", Float) = 0
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[lilColorMask] _ColorMask ("sColorMask", Int) = 15
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[lilToggle] _AlphaToMask ("sAlphaToMask", Int) = 0
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_lilShadowCasterBias ("Shadow Caster Bias", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Outline Advanced
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[lilEnum] _OutlineCull ("sCullModes", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlend ("sSrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlend ("sDstBlendRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlpha ("sSrcBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlpha ("sDstBlendAlpha", Int) = 10
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[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOp ("sBlendOpRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlpha ("sBlendOpAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendFA ("sSrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendFA ("sDstBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlendAlphaFA ("sSrcBlendAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlendAlphaFA ("sDstBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpFA ("sBlendOpRGB", Int) = 4
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[Enum(UnityEngine.Rendering.BlendOp)] _OutlineBlendOpAlphaFA ("sBlendOpAlpha", Int) = 4
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[lilToggle] _OutlineZClip ("sZClip", Int) = 1
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[lilToggle] _OutlineZWrite ("sZWrite", Int) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineZTest ("sZTest", Int) = 2
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[IntRange] _OutlineStencilRef ("Ref", Range(0, 255)) = 0
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[IntRange] _OutlineStencilReadMask ("ReadMask", Range(0, 255)) = 255
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[IntRange] _OutlineStencilWriteMask ("WriteMask", Range(0, 255)) = 255
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[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilComp ("Comp", Float) = 8
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[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPass ("Pass", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFail ("Fail", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFail ("ZFail", Float) = 0
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_OutlineOffsetFactor ("sOffsetFactor", Float) = 0
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_OutlineOffsetUnits ("sOffsetUnits", Float) = 0
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[lilColorMask] _OutlineColorMask ("sColorMask", Int) = 15
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[lilToggle] _OutlineAlphaToMask ("sAlphaToMask", Int) = 0
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}
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HLSLINCLUDE
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#define LIL_RENDER 0
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ENDHLSL
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SubShader
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{
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Tags { "ShaderModel" = "4.5"}
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HLSLINCLUDE
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#define LIL_SRP_VERSION_MAJOR 17
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#define LIL_SRP_VERSION_MINOR 3
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#define LIL_SRP_VERSION_PATCH 0
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#pragma target 4.5
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#pragma exclude_renderers d3d11_9x
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#pragma fragmentoption ARB_precision_hint_fastest
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#define LIL_LITE
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#pragma skip_variants SHADOWS_SCREEN _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHT_SHADOWS SCREEN_SPACE_SHADOWS_ON SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
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#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
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#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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#pragma skip_variants _SCREEN_SPACE_OCCLUSION
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#pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
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ENDHLSL
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// Forward
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Pass
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{
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Name "FORWARD"
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Tags {"LightMode" = "SRPDefaultUnlit"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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AlphaToMask [_AlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_FORWARD
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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#include "Includes/lil_pass_forward.hlsl"
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ENDHLSL
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}
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// Forward Outline
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Pass
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{
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Name "FORWARD_OUTLINE"
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Tags {"LightMode" = "SRPDefaultUnlit"}
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Stencil
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{
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Ref [_OutlineStencilRef]
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ReadMask [_OutlineStencilReadMask]
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WriteMask [_OutlineStencilWriteMask]
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Comp [_OutlineStencilComp]
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Pass [_OutlineStencilPass]
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Fail [_OutlineStencilFail]
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ZFail [_OutlineStencilZFail]
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}
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Cull [_OutlineCull]
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ZClip [_OutlineZClip]
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ZWrite [_OutlineZWrite]
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ZTest [_OutlineZTest]
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ColorMask [_OutlineColorMask]
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Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
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BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
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Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
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AlphaToMask [_OutlineAlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_FORWARD
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#define LIL_OUTLINE
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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#include "Includes/lil_pass_forward.hlsl"
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ENDHLSL
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}
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// ShadowCaster
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Pass
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{
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Name "SHADOW_CASTER"
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Tags {"LightMode" = "ShadowCaster"}
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Cull [_Cull]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_SHADOWCASTER
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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#include "Includes/lil_pass_shadowcaster.hlsl"
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ENDHLSL
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}
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// DepthOnly
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Pass
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{
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Name "DEPTHONLY"
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Tags {"LightMode" = "DepthOnly"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_DEPTHONLY
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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#include "Includes/lil_pass_depthonly.hlsl"
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ENDHLSL
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}
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// DepthNormals
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Pass
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{
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Name "DEPTHNORMALS"
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Tags {"LightMode" = "DepthNormals"}
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Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHNORMALS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthnormals.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// MotionVectors
|
|
Pass
|
|
{
|
|
Name "MOTIONVECTORS"
|
|
Tags {"LightMode" = "MotionVectors"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_MOTIONVECTORS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_motionvectors.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Universal2D
|
|
Pass
|
|
{
|
|
Name "UNIVERSAL2D"
|
|
Tags {"LightMode" = "Universal2D"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_universal2d.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Meta
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags {"LightMode" = "Meta"}
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#define LIL_PASS_META
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_meta.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback "Universal Render Pipeline/Unlit"
|
|
|
|
SubShader
|
|
{
|
|
Tags {}
|
|
HLSLINCLUDE
|
|
#define LIL_SRP_VERSION_MAJOR 17
|
|
#define LIL_SRP_VERSION_MINOR 3
|
|
#define LIL_SRP_VERSION_PATCH 0
|
|
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma fragmentoption ARB_precision_hint_fastest
|
|
#define LIL_LITE
|
|
|
|
#pragma skip_variants SHADOWS_SCREEN _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHT_SHADOWS SCREEN_SPACE_SHADOWS_ON SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
|
|
#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
|
|
#pragma skip_variants _SCREEN_SPACE_OCCLUSION
|
|
#pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
|
|
ENDHLSL
|
|
|
|
|
|
// Forward
|
|
Pass
|
|
{
|
|
Name "FORWARD"
|
|
Tags {"LightMode" = "SRPDefaultUnlit"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
AlphaToMask [_AlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#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_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
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#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_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Forward Outline
|
|
Pass
|
|
{
|
|
Name "FORWARD_OUTLINE"
|
|
Tags {"LightMode" = "SRPDefaultUnlit"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_OutlineStencilRef]
|
|
ReadMask [_OutlineStencilReadMask]
|
|
WriteMask [_OutlineStencilWriteMask]
|
|
Comp [_OutlineStencilComp]
|
|
Pass [_OutlineStencilPass]
|
|
Fail [_OutlineStencilFail]
|
|
ZFail [_OutlineStencilZFail]
|
|
}
|
|
Cull [_OutlineCull]
|
|
ZClip [_OutlineZClip]
|
|
ZWrite [_OutlineZWrite]
|
|
ZTest [_OutlineZTest]
|
|
ColorMask [_OutlineColorMask]
|
|
Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
|
|
BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
|
|
Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
|
|
AlphaToMask [_OutlineAlphaToMask]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#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_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
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#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_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_FORWARD
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#define LIL_OUTLINE
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_forward.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// ShadowCaster
|
|
Pass
|
|
{
|
|
Name "SHADOW_CASTER"
|
|
Tags {"LightMode" = "ShadowCaster"}
|
|
Cull [_Cull]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_SHADOWCASTER
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_shadowcaster.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthOnly
|
|
Pass
|
|
{
|
|
Name "DEPTHONLY"
|
|
Tags {"LightMode" = "DepthOnly"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHONLY
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthonly.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// DepthNormals
|
|
Pass
|
|
{
|
|
Name "DEPTHNORMALS"
|
|
Tags {"LightMode" = "DepthNormals"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_DEPTHNORMALS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_depthnormals.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// MotionVectors
|
|
Pass
|
|
{
|
|
Name "MOTIONVECTORS"
|
|
Tags {"LightMode" = "MotionVectors"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer
|
|
#define LIL_PASS_MOTIONVECTORS
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_motionvectors.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Universal2D
|
|
Pass
|
|
{
|
|
Name "UNIVERSAL2D"
|
|
Tags {"LightMode" = "Universal2D"}
|
|
|
|
Stencil
|
|
{
|
|
Ref [_StencilRef]
|
|
ReadMask [_StencilReadMask]
|
|
WriteMask [_StencilWriteMask]
|
|
Comp [_StencilComp]
|
|
Pass [_StencilPass]
|
|
Fail [_StencilFail]
|
|
ZFail [_StencilZFail]
|
|
}
|
|
Cull [_Cull]
|
|
ZClip [_ZClip]
|
|
ZWrite [_ZWrite]
|
|
ZTest [_ZTest]
|
|
ColorMask [_ColorMask]
|
|
Offset [_OffsetFactor], [_OffsetUnits]
|
|
BlendOp [_BlendOp], [_BlendOpAlpha]
|
|
Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_universal2d.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Meta
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags {"LightMode" = "Meta"}
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Build Option
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
#define LIL_PASS_META
|
|
|
|
//----------------------------------------------------------------------------------------------------------------------
|
|
// Pass
|
|
#include "Includes/lil_pipeline_urp.hlsl"
|
|
#include "Includes/lil_common.hlsl"
|
|
// Insert functions and includes that depend on Unity here
|
|
|
|
#include "Includes/lil_pass_meta.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback "Universal Render Pipeline/Unlit"
|
|
}
|