314 lines
11 KiB
Plaintext
314 lines
11 KiB
Plaintext
SubShader
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{
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Tags {*LIL_SUBSHADER_TAGS**LIL_DOTS_SM_TAGS*}
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HLSLINCLUDE
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*LIL_DOTS_SM_4_5_OR_3_5*
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#pragma fragmentoption ARB_precision_hint_fastest
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#define LIL_REFRACTION
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#define LIL_MULTI
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#define LIL_MULTI_INPUTS_MAIN_TONECORRECTION
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#define LIL_MULTI_INPUTS_MAIN2ND
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#define LIL_MULTI_INPUTS_MAIN3RD
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#define LIL_MULTI_INPUTS_ALPHAMASK
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#define LIL_MULTI_INPUTS_SHADOW
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#define LIL_MULTI_INPUTS_BACKLIGHT
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#define LIL_MULTI_INPUTS_EMISSION
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#define LIL_MULTI_INPUTS_EMISSION_2ND
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#define LIL_MULTI_INPUTS_NORMAL
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#define LIL_MULTI_INPUTS_NORMAL_2ND
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#define LIL_MULTI_INPUTS_ANISOTROPY
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#define LIL_MULTI_INPUTS_REFLECTION
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#define LIL_MULTI_INPUTS_MATCAP
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#define LIL_MULTI_INPUTS_MATCAP_2ND
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#define LIL_MULTI_INPUTS_RIM
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#define LIL_MULTI_INPUTS_GLITTER
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#define LIL_MULTI_INPUTS_PARALLAX
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#define LIL_MULTI_INPUTS_DISTANCE_FADE
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#define LIL_MULTI_INPUTS_AUDIOLINK
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#define LIL_MULTI_INPUTS_DISSOLVE
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#pragma lil_skip_variants_decals
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#pragma lil_skip_variants_addlightshadows
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#pragma lil_skip_variants_probevolumes
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#pragma lil_skip_variants_ao
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ENDHLSL
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*LIL_INSERT_PASS_PRE*
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// Forward
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Pass
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{
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Name "FORWARD"
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Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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AlphaToMask [_AlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_forward
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// AlphaMask and Dissolve
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#pragma shader_feature_local _COLOROVERLAY_ON
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#pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL
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// Main
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#pragma shader_feature_local _COLORADDSUBDIFF_ON
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#pragma shader_feature_local _COLORCOLOR_ON
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#pragma shader_feature_local _SUNDISK_NONE
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#pragma shader_feature_local GEOM_TYPE_FROND
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#pragma shader_feature_local _REQUIRE_UV2
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#pragma shader_feature_local ANTI_FLICKER
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#pragma shader_feature_local _EMISSION
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#pragma shader_feature_local GEOM_TYPE_BRANCH
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#pragma shader_feature_local _SUNDISK_SIMPLE
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local EFFECT_BUMP
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#pragma shader_feature_local SOURCE_GBUFFER
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#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
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#pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local GEOM_TYPE_MESH
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#pragma shader_feature_local _METALLICGLOSSMAP
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#pragma shader_feature_local GEOM_TYPE_LEAF
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#pragma shader_feature_local _SPECGLOSSMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local PIXELSNAP_ON
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#pragma shader_feature_local _FADING_ON
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#pragma shader_feature_local _MAPPING_6_FRAMES_LAYOUT
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#pragma shader_feature_local _SUNDISK_HIGH_QUALITY
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// Replace keywords
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#include "Includes/lil_replace_keywords.hlsl"
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_forward.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// ShadowCaster
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Pass
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{
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Name "SHADOW_CASTER"
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Tags {"LightMode" = "ShadowCaster"}
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Cull [_Cull]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_shadowcaster
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// AlphaMask and Dissolve
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#pragma shader_feature_local _COLOROVERLAY_ON
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#pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL
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// Replace keywords
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#include "Includes/lil_replace_keywords.hlsl"
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_shadowcaster.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// DepthOnly
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Pass
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{
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Name "DEPTHONLY"
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Tags {"LightMode" = "DepthOnly"}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_depthonly
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// AlphaMask and Dissolve
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#pragma shader_feature_local _COLOROVERLAY_ON
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#pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL
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// Replace keywords
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#include "Includes/lil_replace_keywords.hlsl"
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_depthonly.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// DepthNormals
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Pass
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{
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Name "DEPTHNORMALS"
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Tags {"LightMode" = "DepthNormals"}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_depthnormals
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// AlphaMask and Dissolve
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#pragma shader_feature_local _COLOROVERLAY_ON
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#pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL
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// Replace keywords
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#include "Includes/lil_replace_keywords.hlsl"
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_depthnormals.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// Universal2D
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Pass
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{
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Name "UNIVERSAL2D"
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Tags {"LightMode" = "Universal2D"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_universal2d.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// Meta
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Pass
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{
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Name "META"
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Tags {"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_meta
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// Tone correction and emission
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#pragma shader_feature_local _EMISSION
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#pragma shader_feature_local GEOM_TYPE_BRANCH
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#pragma shader_feature_local _SUNDISK_SIMPLE
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// Replace keywords
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#include "Includes/lil_replace_keywords.hlsl"
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_meta.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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*LIL_INSERT_PASS_POST*
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}
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Fallback "Universal Render Pipeline/Unlit" |