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adriadri6972 d3d9c5f833 upload project
2025-07-31 15:21:08 +02:00

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Shader "Simulation/URP/Lit"
{
Properties
{
// Simulation/Legacy/Room X-Ray properties
_Color ("Color", Color) = (1,1,1,1) // _BaseColor
_MainTex ("Albedo (RGB)", 2D) = "white" {} // _BaseMap
_BumpMap ("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5 // _Smoothness
_Metallic ("Metallic", Range(0,1)) = 0.0
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_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
_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
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "12.0"
}
// 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
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Unity Simulation keywords
#pragma multi_compile _ XRAY_ENABLED
#pragma multi_compile _ XRAY_FLIP_DEPTH
#define INCLUDE_RENDER_PIPELINES_UNIVERSAL
#pragma vertex LitPassVertex
#pragma fragment XRayLitPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "XRayURPForwardPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Forward pass. No Lights X-Ray faded edge
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardUnlit"
blend srcalpha oneminussrcalpha
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Unity Simulation keywords
#pragma multi_compile _ XRAY_ENABLED
#pragma multi_compile _ XRAY_FLIP_DEPTH
#define INCLUDE_RENDER_PIPELINES_UNIVERSAL
#pragma vertex LitPassVertex
#pragma fragment XRayUnLitPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "XRayURPForwardPass.hlsl"
ENDHLSL
}
UsePass "Universal Render Pipeline/Lit/ShadowCaster"
UsePass "Universal Render Pipeline/Lit/DepthOnly"
// This pass it not used during regular rendering, only for lightmap baking.
UsePass "Universal Render Pipeline/Lit/Meta"
UsePass "Universal Render Pipeline/Lit/Universal2D"
}
Fallback "Simulation/Legacy/Standard"
CustomEditor "UnityEditor.XR.Simulation.Rendering.MaterialInspector"
}