230 lines
7.9 KiB
Plaintext
230 lines
7.9 KiB
Plaintext
Shader "BadDog/URP/BGAreaSpineLit"
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{
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Properties
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{
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_Cutoff("Shadow alpha cutoff", Range(0, 1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
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[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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_Color(" Light Color", Color) = (1, 1, 1, 1)
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_Black(" Dark Color", Color) = (0, 0, 0, 0)
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[MaterialToggle(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)] _AdaptiveProbeVolumesPerPixel("APV per Pixel", Float) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8
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}
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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}
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LOD 100
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Cull Off
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ZWrite[_ZWrite]
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Blend One OneMinusSrcAlpha
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Stencil
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{
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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ZWrite[_ZWrite]
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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// -------------------------------------
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// Universal Pipeline keywords
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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 _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma shader_feature _TINT_BLACK_ON
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#pragma multi_compile_fragment _ _ENABLE_BG_AREA_LIGHTING
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#pragma multi_compile _ _LIGHT_LAYERS
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#if UNITY_VERSION >= 60000100
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#else
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#pragma multi_compile _ _FORWARD_PLUS
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#endif
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// -------------------------------------
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// Unity defined keywords
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#if UNITY_VERSION >= 60000000
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#endif
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#if UNITY_VERSION >= 60000100
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#else
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#pragma multi_compile_fog
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#endif
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// -------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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// -------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
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#pragma vertex vert
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#pragma fragment frag
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define BGAREA_SPINE_PASS_FORWARDLIT
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#include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl"
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#undef BGAREA_SPINE_PASS_FORWARDLIT
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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// -------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma vertex ShadowPassVertexSkeletonLit
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#pragma fragment ShadowPassFragmentSkeletonLit
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define BGAREA_SPINE_PASS_SHADOWCASTER
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#include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl"
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#undef BGAREA_SPINE_PASS_SHADOWCASTER
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ENDHLSL
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}
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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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ZWrite On
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ColorMask R
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define BGAREA_SPINE_PASS_DEPTHONLY
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#include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl"
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#undef BGAREA_SPINE_PASS_DEPTHONLY
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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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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ZWrite On
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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// -------------------------------------
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// Universal Pipeline keywords
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define BGAREA_SPINE_PASS_DEPTHNORMALS
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#include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl"
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#undef BGAREA_SPINE_PASS_DEPTHNORMALS
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/Unlit"
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}
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