Move brightness out of the half-lambert diffuse term to a final exposure multiply on the whole shaded body color (diffuse + GI + specular), and add a saturation grade (0 = neutral, -1 = grayscale, >0 = boosted) on the same final stage. Saturation rides as a 4th component on CamoKnobs (Vector3 -> Vector4) so it inherits all three persistence paths: HUD JSON, network replication (_camo NetworkVariable), and painting-slot metadata. Wires the renamed Slider_Brightness and new Slider_Saturation. Bumps HudFileVersion and PaintMetaVersion with load-time remaps so existing paintings keep their look (old 1=neutral saturation remaps to 0=neutral). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
659 lines
29 KiB
Plaintext
659 lines
29 KiB
Plaintext
// Drop-in clone of "Universal Render Pipeline/Lit" (URP 17) for the PLAYER avatar that adds
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// camouflage lighting: the player stays lit by the scene (matching its surroundings) but its 3D
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// form is de-emphasised, so a correctly painted avatar is harder to spot. See PlayerCamo.hlsl.
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//
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// Faithful copy of URP's Lit.shader - same properties, keywords and includes, so material values
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// transfer 1:1, the Lit inspector keeps working, and the runtime MeshPainter (which only sets
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// _BaseColor / PBR keywords on the material instance) is unaffected. The ONLY change is the
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// ForwardLit pass: its fragment is CamoForwardFragment, which reimplements URP's forward shading
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// while delegating GI / shadows / clustered lights to URP and applying the camo knobs. All
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// other passes (ShadowCaster, GBuffer, DepthOnly, DepthNormals, Meta, ...) are stock URP/Lit.
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Shader "Custom/PlayerCamoLit"
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{
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Properties
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{
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// --- Camouflage knobs (HalfLambert 0, Brightness 0, Saturation 0 => identical to URP/Lit) ---
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[Header(Camouflage)]
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_HalfLambert("Half Lambert (0 none, 0.5 classic, 1 flat)", Range(0.0, 1.0)) = 0.5
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// Legacy property name; now a GENERAL brightness/exposure on the whole shaded body (see PlayerCamo.hlsl).
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_HalfLambertBrightness("Brightness (general exposure, 0 = neutral)", Range(-1.0, 1.0)) = 0.0
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_Saturation("Saturation (0 = neutral, -1 = greyscale, >0 = punchier)", Range(-1.0, 1.0)) = 0.0
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_SpecularDampen("Specular Dampen", Range(0.0, 1.0)) = 0.5
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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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_HeightNormalStrength("Painted Height Normal Strength", Range(0.0, 50.0)) = 8.0
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// Runtime knobs for the painted-height look (1 = base, tuned live in the paint HUD):
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_HeightNormalIntensity("Painted Height Normal Intensity", Range(0.0, 2.0)) = 1.4
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// AO darkening DEPTH (shift): AO fades from 1 down to (1 - this) at the deepest painted hole.
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// 0 = no darkening (no black spots), 1 = full black at occ=0.
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_OcclusionThreshold("Painted Occlusion AO Shift", Range(0.0, 1.0)) = 0.2
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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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// Second, "see-through-walls" emission color for the XRayOverlay pass (additive reveal glow).
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// HDR rgb = glow color, alpha = fade/opacity master. Default (0,0,0,0) => additive term is
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// zero, so the avatar looks unchanged until something fades this in at runtime.
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[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0,0,0,0)
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// Optional breathing pulse for the X-ray glow (driven by _Time). Speed 0 => steady, identical to
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// no pulse; strength = modulation depth (how far the trough dims below the peak). Shape bends the
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// pulse into an asymmetric curve: 1 = smooth (raised-cosine) breathe, higher = a longer near-off
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// plateau that rises to a brief full-intensity peak. Applied identically to the visible (ForwardLit)
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// and occluded (XRayOverlay) halves so they stay in phase.
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_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
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_XRayPulseStrength("X-Ray Pulse Strength", Range(0,1)) = 0.5
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_XRayPulseShape("X-Ray Pulse Shape", Range(1,8)) = 3
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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 CamoForwardFragment
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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 "PlayerCamo.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// X-Ray overlay - the OCCLUDED half of "see the player anywhere". This pass draws the additive
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// reveal glow only where the avatar is HIDDEN behind geometry (ZTest Greater). The VISIBLE half
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// is added directly in the ForwardLit fragment (PlayerCamo.hlsl, _XRayColor); visible (forward)
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// and occluded (this pass) are mutually exclusive by depth => no double glow. ZWrite Off so it
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// never disturbs depth.
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//
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// IMPORTANT - dispatch: the LightMode is the CUSTOM tag "XRayReveal", NOT a URP built-in, so
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// URP's default opaque DrawObjectsPass never draws it. Instead a "Render Objects" renderer
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// feature (on PC_Renderer / Mobile_Renderer, event AfterRenderingOpaques, Pass Names =
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// ["XRayReveal"]) dispatches it AFTER all opaque geometry has written depth. That is what makes
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// ZTest Greater robust: the whole depth buffer is populated, so occlusion is correct regardless
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// of opaque sort order. The earlier SRPDefaultUnlit variant drew DURING the opaque phase and was
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// sort-order dependent - if the occluder had not written depth yet, Greater failed and the glow
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// vanished depending on camera angle/distance. => This pass RELIES on that renderer feature; drop
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// the feature and the occluded glow won't render.
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//
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// Off by default (_XRayColor alpha 0 => additive term zero); a runtime driver fades the color in
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// during the resolution phase. Plain color property, no keyword => nothing for the stripper to drop.
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Pass
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{
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Name "XRayOverlay"
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Tags
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{
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"LightMode" = "XRayReveal"
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}
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// -------------------------------------
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// Render State Commands
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Blend SrcAlpha One // additive: framebuffer += alpha * rgb
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ZWrite Off
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ZTest Greater // occluded parts only; the visible parts glow from the forward pass
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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 XRayOverlayVertex
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#pragma fragment XRayOverlayFragment
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// Declared outside UnityPerMaterial like the camo knobs (this material already breaks the
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// SRP batcher, see PlayerCamo.hlsl), so there is no CBUFFER-layout match to keep here.
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half4 _XRayColor;
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half _XRayPulseSpeed; // 0 = steady; otherwise breathing pulse via _Time (same math as the forward half)
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half _XRayPulseStrength; // modulation depth: how far the trough dims below the full-intensity peak
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half _XRayPulseShape; // >1 bends the pulse: longer near-off plateau, rising to a brief full peak
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struct XRayAttributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct XRayVaryings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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XRayVaryings XRayOverlayVertex(XRayAttributes input)
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{
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XRayVaryings output = (XRayVaryings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 XRayOverlayFragment(XRayVaryings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// Flat additive glow: HDR rgb is the reveal color, alpha the fade/opacity master. Asymmetric
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// breathing pulse on the alpha master; kept in phase with the forward half via the shared
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// _Time and identical math. Speed 0 => term is 1 => steady glow. See CamoForwardFragment.
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half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
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half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
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return half4(_XRayColor.rgb, _XRayColor.a * xrayPulse);
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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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#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 LitGBufferPassFragment
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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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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 DepthOnlyFragment
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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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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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{
|
|
Name "DepthNormals"
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|
Tags
|
|
{
|
|
"LightMode" = "DepthNormals"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Render State Commands
|
|
ZWrite On
|
|
Cull[_Cull]
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Shader Stages
|
|
#pragma vertex DepthNormalsVertex
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|
#pragma fragment DepthNormalsFragment
|
|
|
|
// -------------------------------------
|
|
// Material Keywords
|
|
#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
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
|
|
// -------------------------------------
|
|
// Unity defined keywords
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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|
|
|
//--------------------------------------
|
|
// GPU Instancing
|
|
#pragma multi_compile_instancing
|
|
#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/LitDepthNormalsPass.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
// This pass it not used during regular rendering, only for lightmap baking.
|
|
Pass
|
|
{
|
|
Name "Meta"
|
|
Tags
|
|
{
|
|
"LightMode" = "Meta"
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Render State Commands
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
// -------------------------------------
|
|
// Shader Stages
|
|
#pragma vertex UniversalVertexMeta
|
|
#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
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
|
|
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"
|
|
}
|