Advertisement
IlyaKulikG

URP Lit with stencil buffer support

Jul 30th, 2024
317
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Shader "Universal Render Pipeline/LitStencilSupported"
  2. {
  3.     Properties
  4.     {
  5.         // Specular vs Metallic workflow
  6.         _WorkflowMode("WorkflowMode", Float) = 1.0
  7.  
  8.         [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
  9.         [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
  10.  
  11.         _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
  12.  
  13.         _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
  14.         _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
  15.  
  16.         _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  17.         _MetallicGlossMap("Metallic", 2D) = "white" {}
  18.  
  19.         _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
  20.         _SpecGlossMap("Specular", 2D) = "white" {}
  21.  
  22.         [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
  23.         [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
  24.  
  25.         _BumpScale("Scale", Float) = 1.0
  26.         _BumpMap("Normal Map", 2D) = "bump" {}
  27.  
  28.         _Parallax("Scale", Range(0.005, 0.08)) = 0.005
  29.         _ParallaxMap("Height Map", 2D) = "black" {}
  30.  
  31.         _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
  32.         _OcclusionMap("Occlusion", 2D) = "white" {}
  33.  
  34.         [HDR] _EmissionColor("Color", Color) = (0,0,0)
  35.         _EmissionMap("Emission", 2D) = "white" {}
  36.  
  37.         _DetailMask("Detail Mask", 2D) = "white" {}
  38.         _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
  39.         _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
  40.         _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
  41.         [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
  42.  
  43.         // SRP batching compatibility for Clear Coat (Not used in Lit)
  44.         [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
  45.         [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
  46.  
  47.         // Blending state
  48.         _Surface("__surface", Float) = 0.0
  49.         _Blend("__blend", Float) = 0.0
  50.         _Cull("__cull", Float) = 2.0
  51.         [ToggleUI] _AlphaClip("__clip", Float) = 0.0
  52.         [HideInInspector] _SrcBlend("__src", Float) = 1.0
  53.         [HideInInspector] _DstBlend("__dst", Float) = 0.0
  54.         [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
  55.         [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
  56.         [HideInInspector] _ZWrite("__zw", Float) = 1.0
  57.         [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
  58.         [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
  59.  
  60.         [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
  61.         // Editmode props
  62.         _QueueOffset("Queue offset", Float) = 0.0
  63.  
  64.         // ObsoleteProperties
  65.         [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
  66.         [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
  67.         [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
  68.         [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
  69.         [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
  70.  
  71.         [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  72.         [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  73.         [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  74.        
  75.         [IntRange] _stencilRef("Stencil ref", Range(0, 255)) = 0
  76.         [Enum(UnityEngine.Rendering.CompareFunction)] _stencilComp ("Stencil Comparison", Int) = 3
  77.         [Enum(UnityEngine.Rendering.StencilOp)] _stencilOp ("Stencil Operation", Int) = 0
  78.         [Enum(UnityEngine.Rendering.StencilOp)] _stencilFail ("Stencil Fail", Int) = 0
  79.         [Enum(UnityEngine.Rendering.StencilOp)] _stencilZFail ("Stencil Z Fail", Int) = 0
  80.        
  81.     }
  82.  
  83.     SubShader
  84.     {
  85.         // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
  86.         // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
  87.         // material work with both Universal Render Pipeline and Builtin Unity Pipeline
  88.         Tags
  89.         {
  90.             "RenderType" = "Opaque"
  91.             "RenderPipeline" = "UniversalPipeline"
  92.             "UniversalMaterialType" = "Lit"
  93.             "IgnoreProjector" = "True"
  94.         }
  95.         LOD 300
  96.        
  97.         Stencil
  98.         {
  99.             Ref [_stencilRef]
  100.             Comp [_stencilComp]
  101.             Pass [_stencilOp]
  102.             Fail [_stencilFail]
  103.             ZFail [_stencilZFail]
  104.         }
  105.        
  106.         // ------------------------------------------------------------------
  107.         //  Forward pass. Shades all light in a single pass. GI + emission + Fog
  108.         Pass
  109.         {
  110.             // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
  111.             // no LightMode tag are also rendered by Universal Render Pipeline
  112.             Name "ForwardLit"
  113.             Tags
  114.             {
  115.                 "LightMode" = "UniversalForward"
  116.             }
  117.  
  118.             // -------------------------------------
  119.             // Render State Commands
  120.             Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
  121.             ZWrite[_ZWrite]
  122.             Cull[_Cull]
  123.             AlphaToMask[_AlphaToMask]
  124.  
  125.             HLSLPROGRAM
  126.             #pragma target 2.0
  127.  
  128.             // -------------------------------------
  129.             // Shader Stages
  130.             #pragma vertex LitPassVertex
  131.             #pragma fragment LitPassFragment
  132.  
  133.             // -------------------------------------
  134.             // Material Keywords
  135.             #pragma shader_feature_local _NORMALMAP
  136.             #pragma shader_feature_local _PARALLAXMAP
  137.             #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  138.             #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  139.             #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
  140.             #pragma shader_feature_local_fragment _ALPHATEST_ON
  141.             #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
  142.             #pragma shader_feature_local_fragment _EMISSION
  143.             #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  144.             #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  145.             #pragma shader_feature_local_fragment _OCCLUSIONMAP
  146.             #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  147.             #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  148.             #pragma shader_feature_local_fragment _SPECULAR_SETUP
  149.  
  150.             // -------------------------------------
  151.             // Universal Pipeline keywords
  152.             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  153.             #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  154.             #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  155.             #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  156.             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  157.             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  158.             #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  159.             #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  160.             #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  161.             #pragma multi_compile_fragment _ _LIGHT_COOKIES
  162.             #pragma multi_compile _ _LIGHT_LAYERS
  163.             #pragma multi_compile _ _FORWARD_PLUS
  164.             #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  165.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  166.  
  167.  
  168.             // -------------------------------------
  169.             // Unity defined keywords
  170.             #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  171.             #pragma multi_compile _ SHADOWS_SHADOWMASK
  172.             #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  173.             #pragma multi_compile _ LIGHTMAP_ON
  174.             #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  175.             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  176.             #pragma multi_compile_fog
  177.             #pragma multi_compile_fragment _ DEBUG_DISPLAY
  178.  
  179.             //--------------------------------------
  180.             // GPU Instancing
  181.             #pragma multi_compile_instancing
  182.             #pragma instancing_options renderinglayer
  183.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  184.  
  185.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  186.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
  187.             ENDHLSL
  188.         }
  189.  
  190.         Pass
  191.         {
  192.             Name "ShadowCaster"
  193.             Tags
  194.             {
  195.                 "LightMode" = "ShadowCaster"
  196.             }
  197.  
  198.             // -------------------------------------
  199.             // Render State Commands
  200.             ZWrite On
  201.             ZTest LEqual
  202.             ColorMask 0
  203.             Cull[_Cull]
  204.  
  205.             HLSLPROGRAM
  206.             #pragma target 2.0
  207.  
  208.             // -------------------------------------
  209.             // Shader Stages
  210.             #pragma vertex ShadowPassVertex
  211.             #pragma fragment ShadowPassFragment
  212.  
  213.             // -------------------------------------
  214.             // Material Keywords
  215.             #pragma shader_feature_local _ALPHATEST_ON
  216.             #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  217.  
  218.             //--------------------------------------
  219.             // GPU Instancing
  220.             #pragma multi_compile_instancing
  221.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  222.  
  223.             // -------------------------------------
  224.             // Universal Pipeline keywords
  225.  
  226.             // -------------------------------------
  227.             // Unity defined keywords
  228.             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  229.  
  230.             // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  231.             #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  232.  
  233.             // -------------------------------------
  234.             // Includes
  235.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  236.             #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
  237.             ENDHLSL
  238.         }
  239.  
  240.         Pass
  241.         {
  242.             // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
  243.             // no LightMode tag are also rendered by Universal Render Pipeline
  244.             Name "GBuffer"
  245.             Tags
  246.             {
  247.                 "LightMode" = "UniversalGBuffer"
  248.             }
  249.  
  250.             // -------------------------------------
  251.             // Render State Commands
  252.             ZWrite[_ZWrite]
  253.             ZTest LEqual
  254.             Cull[_Cull]
  255.  
  256.             HLSLPROGRAM
  257.             #pragma target 4.5
  258.  
  259.             // Deferred Rendering Path does not support the OpenGL-based graphics API:
  260.             // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  261.             #pragma exclude_renderers gles3 glcore
  262.  
  263.             // -------------------------------------
  264.             // Shader Stages
  265.             #pragma vertex LitGBufferPassVertex
  266.             #pragma fragment LitGBufferPassFragment
  267.  
  268.             // -------------------------------------
  269.             // Material Keywords
  270.             #pragma shader_feature_local _NORMALMAP
  271.             #pragma shader_feature_local_fragment _ALPHATEST_ON
  272.             //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  273.             #pragma shader_feature_local_fragment _EMISSION
  274.             #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  275.             #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  276.             #pragma shader_feature_local_fragment _OCCLUSIONMAP
  277.             #pragma shader_feature_local _PARALLAXMAP
  278.             #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  279.  
  280.             #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
  281.             #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
  282.             #pragma shader_feature_local_fragment _SPECULAR_SETUP
  283.             #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
  284.  
  285.             // -------------------------------------
  286.             // Universal Pipeline keywords
  287.             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  288.             //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  289.             //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  290.             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  291.             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  292.             #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  293.             #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  294.             #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  295.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  296.  
  297.             // -------------------------------------
  298.             // Unity defined keywords
  299.             #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  300.             #pragma multi_compile _ SHADOWS_SHADOWMASK
  301.             #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  302.             #pragma multi_compile _ LIGHTMAP_ON
  303.             #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  304.             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  305.             #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  306.  
  307.             //--------------------------------------
  308.             // GPU Instancing
  309.             #pragma multi_compile_instancing
  310.             #pragma instancing_options renderinglayer
  311.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  312.  
  313.             // -------------------------------------
  314.             // Includes
  315.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  316.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
  317.             ENDHLSL
  318.         }
  319.  
  320.         Pass
  321.         {
  322.             Name "DepthOnly"
  323.             Tags
  324.             {
  325.                 "LightMode" = "DepthOnly"
  326.             }
  327.  
  328.             // -------------------------------------
  329.             // Render State Commands
  330.             ZWrite On
  331.             ColorMask R
  332.             Cull[_Cull]
  333.  
  334.             HLSLPROGRAM
  335.             #pragma target 2.0
  336.  
  337.             // -------------------------------------
  338.             // Shader Stages
  339.             #pragma vertex DepthOnlyVertex
  340.             #pragma fragment DepthOnlyFragment
  341.  
  342.             // -------------------------------------
  343.             // Material Keywords
  344.             #pragma shader_feature_local _ALPHATEST_ON
  345.             #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  346.  
  347.             // -------------------------------------
  348.             // Unity defined keywords
  349.             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  350.  
  351.             //--------------------------------------
  352.             // GPU Instancing
  353.             #pragma multi_compile_instancing
  354.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  355.  
  356.             // -------------------------------------
  357.             // Includes
  358.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  359.             #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
  360.             ENDHLSL
  361.         }
  362.  
  363.         // This pass is used when drawing to a _CameraNormalsTexture texture
  364.         Pass
  365.         {
  366.             Name "DepthNormals"
  367.             Tags
  368.             {
  369.                 "LightMode" = "DepthNormals"
  370.             }
  371.            
  372.  
  373.             // -------------------------------------
  374.             // Render State Commands
  375.             ZWrite On
  376.             Cull[_Cull]
  377.  
  378.             HLSLPROGRAM
  379.             #pragma target 2.0
  380.  
  381.             // -------------------------------------
  382.             // Shader Stages
  383.             #pragma vertex DepthNormalsVertex
  384.             #pragma fragment DepthNormalsFragment
  385.  
  386.             // -------------------------------------
  387.             // Material Keywords
  388.             #pragma shader_feature_local _NORMALMAP
  389.             #pragma shader_feature_local _PARALLAXMAP
  390.             #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  391.             #pragma shader_feature_local_fragment _ALPHATEST_ON
  392.             #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  393.  
  394.             // -------------------------------------
  395.             // Unity defined keywords
  396.             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
  397.  
  398.             // -------------------------------------
  399.             // Universal Pipeline keywords
  400.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  401.  
  402.             //--------------------------------------
  403.             // GPU Instancing
  404.             #pragma multi_compile_instancing
  405.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  406.  
  407.             // -------------------------------------
  408.             // Includes
  409.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  410.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
  411.             ENDHLSL
  412.         }
  413.  
  414.         // This pass it not used during regular rendering, only for lightmap baking.
  415.         Pass
  416.         {
  417.             Name "Meta"
  418.             Tags
  419.             {
  420.                 "LightMode" = "Meta"
  421.             }
  422.  
  423.             // -------------------------------------
  424.             // Render State Commands
  425.             Cull Off
  426.  
  427.             HLSLPROGRAM
  428.             #pragma target 2.0
  429.  
  430.             // -------------------------------------
  431.             // Shader Stages
  432.             #pragma vertex UniversalVertexMeta
  433.             #pragma fragment UniversalFragmentMetaLit
  434.  
  435.             // -------------------------------------
  436.             // Material Keywords
  437.             #pragma shader_feature_local_fragment _SPECULAR_SETUP
  438.             #pragma shader_feature_local_fragment _EMISSION
  439.             #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
  440.             #pragma shader_feature_local_fragment _ALPHATEST_ON
  441.             #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  442.             #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
  443.             #pragma shader_feature_local_fragment _SPECGLOSSMAP
  444.             #pragma shader_feature EDITOR_VISUALIZATION
  445.  
  446.             // -------------------------------------
  447.             // Includes
  448.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  449.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
  450.  
  451.             ENDHLSL
  452.         }
  453.  
  454.         Pass
  455.         {
  456.             Name "Universal2D"
  457.             Tags
  458.             {
  459.                 "LightMode" = "Universal2D"
  460.             }
  461.  
  462.             // -------------------------------------
  463.             // Render State Commands
  464.             Blend[_SrcBlend][_DstBlend]
  465.             ZWrite[_ZWrite]
  466.             Cull[_Cull]
  467.  
  468.             HLSLPROGRAM
  469.             #pragma target 2.0
  470.  
  471.             // -------------------------------------
  472.             // Shader Stages
  473.             #pragma vertex vert
  474.             #pragma fragment frag
  475.  
  476.             // -------------------------------------
  477.             // Material Keywords
  478.             #pragma shader_feature_local_fragment _ALPHATEST_ON
  479.             #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
  480.  
  481.             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  482.  
  483.             // -------------------------------------
  484.             // Includes
  485.             #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
  486.             #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
  487.             ENDHLSL
  488.         }
  489.     }
  490.  
  491.     FallBack "Hidden/Universal Render Pipeline/FallbackError"
  492.     CustomEditor "IKGTools.Editor.LitShaderGUI"
  493. }
  494.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement