HeroCutoutLit.shader and its HeroCutout.hlsl include are in active use (hero cutout occluder material); Assets/Shaders/ is the established home for shader code. GUIDs preserved via .meta move, relative include path unchanged - no references break. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
617 lines
26 KiB
Plaintext
617 lines
26 KiB
Plaintext
// Drop-in clone of "Universal Render Pipeline/Lit" (URP 17) that adds a screen-space radial
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// "hero cutout": occluder geometry between the third-person camera and the player is clipped away
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// in a soft circle (see HeroCutout.hlsl + HeroCutout.cs).
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//
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// It is a faithful copy of URP's Lit.shader - same properties, keywords and includes, so material
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// values transfer 1:1 and the inspector GUI keeps working. The ONLY change is in four passes
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// (ForwardLit, GBuffer, DepthOnly, DepthNormals): the stock fragment entry point is replaced by
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// a thin wrapper that runs ApplyHeroCutout() and then delegates to URP's original fragment. All
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// shading is therefore URP's own - zero reimplementation, so it stays correct across URP updates.
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Shader "Custom/HeroCutoutLit"
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{
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Properties
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{
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// Specular vs Metallic workflow
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_WorkflowMode("WorkflowMode", Float) = 1.0
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[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax("Scale", Range(0.005, 0.08)) = 0.005
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_ParallaxMap("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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[HDR] _EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
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_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
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[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
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// SRP batching compatibility for Clear Coat (Not used in Lit)
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[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
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[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
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// Blending state
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_Surface("__surface", Float) = 0.0
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_Blend("__blend", Float) = 0.0
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_Cull("__cull", Float) = 2.0
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
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[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
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[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
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[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
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[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
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[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
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[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
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[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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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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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
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}
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LOD 300
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// ------------------------------------------------------------------
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// Forward pass. Shades all light in a single pass. GI + emission + Fog
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Pass
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{
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Name "ForwardLit"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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// -------------------------------------
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// Render State Commands
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Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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ZWrite[_ZWrite]
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Cull[_Cull]
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AlphaToMask[_AlphaToMask]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex LitPassVertex
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#pragma fragment HeroForwardFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local_fragment _OCCLUSIONMAP
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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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 _ _REFLECTION_PROBE_ATLAS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// Unity defined keywords
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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_fragment _ LIGHTMAP_BICUBIC_SAMPLING
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#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
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#include "HeroCutout.hlsl"
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// Radial cutout, then delegate to URP's stock LitPassFragment for all shading.
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void HeroForwardFragment(
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Varyings input
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, out half4 outColor : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out uint outRenderingLayers : SV_Target1
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#endif
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)
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{
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ApplyHeroCutout(input.positionCS);
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LitPassFragment(input, outColor
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#ifdef _WRITE_RENDERING_LAYERS
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, outRenderingLayers
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#endif
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);
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}
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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
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{
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"LightMode" = "ShadowCaster"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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// NOTE: shadows are intentionally NOT cut out. ShadowCaster runs in light clip space,
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// so the camera-space radial mask in ApplyHeroCutout would be meaningless there (and the
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// occluder is conceptually "still there", just visually see-through). Stock fragment.
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Universal Pipeline keywords
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBuffer"
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Tags
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{
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"LightMode" = "UniversalGBuffer"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite[_ZWrite]
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ZTest LEqual
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 4.5
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// Deferred Rendering Path does not support the OpenGL-based graphics API:
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// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
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#pragma exclude_renderers gles3 glcore
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// -------------------------------------
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// Shader Stages
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#pragma vertex LitGBufferPassVertex
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#pragma fragment HeroGBufferFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local_fragment _OCCLUSIONMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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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_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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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// -------------------------------------
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// Unity defined keywords
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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_fragment _ LIGHTMAP_BICUBIC_SAMPLING
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#pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
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#include "HeroCutout.hlsl"
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// Radial cutout, then delegate to URP's stock GBuffer fragment. Without this, external
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// GBuffer consumers (HTrace WSGI renders its own thin GBuffer via this LightMode and
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// composites GI after post-processing) still see solid occluder geometry inside the hole
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// and stomp the visible skybox/background there with surface GI -> black disc.
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GBufferFragOutput HeroGBufferFragment(Varyings input)
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{
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ApplyHeroCutout(input.positionCS);
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return LitGBufferPassFragment(input);
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}
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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
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{
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"LightMode" = "DepthOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ColorMask R
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex DepthOnlyVertex
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#pragma fragment HeroDepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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#include "HeroCutout.hlsl"
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half HeroDepthOnlyFragment(Varyings input) : SV_TARGET
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{
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ApplyHeroCutout(input.positionCS);
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return DepthOnlyFragment(input);
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}
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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
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{
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"LightMode" = "DepthNormals"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex DepthNormalsVertex
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#pragma fragment HeroDepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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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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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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|
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
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#include "HeroCutout.hlsl"
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|
|
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void HeroDepthNormalsFragment(
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Varyings input
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, out half4 outNormalWS : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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|
, out uint outRenderingLayers : SV_Target1
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|
#endif
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)
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{
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ApplyHeroCutout(input.positionCS);
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DepthNormalsFragment(input, outNormalWS
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|
#ifdef _WRITE_RENDERING_LAYERS
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|
, outRenderingLayers
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|
#endif
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|
);
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|
}
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|
ENDHLSL
|
|
}
|
|
|
|
// This pass it not used during regular rendering, only for lightmap baking.
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|
Pass
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|
{
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|
Name "Meta"
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|
Tags
|
|
{
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|
"LightMode" = "Meta"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Render State Commands
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Shader Stages
|
|
#pragma vertex UniversalVertexMeta
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|
#pragma fragment UniversalFragmentMetaLit
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _SPECULAR_SETUP
|
|
#pragma shader_feature_local_fragment _EMISSION
|
|
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
|
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
// -------------------------------------
|
|
// Includes
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "Universal2D"
|
|
Tags
|
|
{
|
|
"LightMode" = "Universal2D"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Render State Commands
|
|
Blend[_SrcBlend][_DstBlend]
|
|
ZWrite[_ZWrite]
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Shader Stages
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
|
|
// -------------------------------------
|
|
// Includes
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "MotionVectors"
|
|
Tags { "LightMode" = "MotionVectors" }
|
|
ColorMask RG
|
|
|
|
HLSLPROGRAM
|
|
// The cutout MUST also apply here: this pass has ZWrite On (default) and external
|
|
// consumers draw it against the LIVE camera depth attachment BEFORE the skybox
|
|
// (HTrace WSGI's object-motion-vectors pass at AfterRenderingOpaques). Without the
|
|
// clip it re-fills the hole with occluder depth -> the skybox fails ZTest inside the
|
|
// hole -> black disc, and the corrupted depth leaks into _CameraDepthTexture (SSAO/GI).
|
|
//
|
|
// ObjectMotionVectors.hlsl hardcodes "#pragma fragment frag" via include_with_pragmas,
|
|
// so we declare the pragmas ourselves and plain-#include it (plain includes contribute
|
|
// no pragmas), then wrap its frag().
|
|
#pragma target 3.5
|
|
#pragma vertex vert
|
|
#pragma fragment HeroMotionVectorsFragment
|
|
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
|
|
|
#pragma multi_compile_instancing
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
|
#include "HeroCutout.hlsl"
|
|
|
|
float4 HeroMotionVectorsFragment(Varyings input) : SV_Target
|
|
{
|
|
ApplyHeroCutout(input.positionCS);
|
|
return frag(input);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "XRMotionVectors"
|
|
Tags { "LightMode" = "XRMotionVectors" }
|
|
ColorMask RGBA
|
|
|
|
// Stencil write for obj motion pixels
|
|
Stencil
|
|
{
|
|
WriteMask 1
|
|
Ref 1
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
|
#define APPLICATION_SPACE_WARP_MOTION 1
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
|
|
}
|