Shader "Hidden/Simulation/Synthetic Lit" { // A standard shader variant that takes the global room properties and applies them to cut out a view into the geometry based on camera location Properties { // Simulation/Legacy/Room X-Ray properties _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 [HideInInspector] _Mode ("__mode", Float) = 0.0 // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 [HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1) [HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 [HideInInspector] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 [HideInInspector] _MetallicGlossMap("Metallic", 2D) = "white" {} [HideInInspector] _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) [HideInInspector] _SpecGlossMap("Specular", 2D) = "white" {} [HideInInspector] [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [HideInInspector] [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 [HideInInspector] _BumpScale("Scale", Float) = 1.0 [HideInInspector] _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 [HideInInspector] _OcclusionMap("Occlusion", 2D) = "white" {} [HideInInspector] _EmissionColor("Color", Color) = (0,0,0) [HideInInspector] _EmissionMap("Emission", 2D) = "white" {} // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 [HideInInspector] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 // ObsoleteProperties [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0 [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this // material work with both Universal Render Pipeline and Builtin Unity Pipeline Tags {"RenderType" = "Opaque" "Queue"="Geometry-10" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 300 // ------------------------------------------------------------------ // Forward pass. Shades all light in a single pass. GI + emission + Fog UsePass "Hidden/Simulation/URP/Synthetic/ForwardLit" UsePass "Hidden/Simulation/URP/Synthetic/ShadowCaster" UsePass "Hidden/Simulation/URP/Synthetic/DepthOnly" // This pass it not used during regular rendering, only for lightmap baking. UsePass "Universal Render Pipeline/Lit/Meta" UsePass "Hidden/Simulation/URP/Synthetic/Universal2D" } Fallback "Hidden/Simulation/Legacy/Synthetic" CustomEditor "UnityEditor.XR.Simulation.Rendering.MaterialInspector" }