You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
530 lines
20 KiB
530 lines
20 KiB
// Shader targeted for low end devices. Single Pass Forward Rendering. |
|
Shader "Universal Render Pipeline/Simple Lit" |
|
{ |
|
// Keep properties of StandardSpecular shader for upgrade reasons. |
|
Properties |
|
{ |
|
[MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {} |
|
[MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) |
|
|
|
_Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5 |
|
|
|
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 |
|
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 0.5) |
|
_SpecGlossMap("Specular Map", 2D) = "white" {} |
|
_SmoothnessSource("Smoothness Source", Float) = 0.0 |
|
_SpecularHighlights("Specular Highlights", Float) = 1.0 |
|
|
|
[HideInInspector] _BumpScale("Scale", Float) = 1.0 |
|
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} |
|
|
|
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0) |
|
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} |
|
|
|
// Blending state |
|
_Surface("__surface", Float) = 0.0 |
|
_Blend("__blend", Float) = 0.0 |
|
_Cull("__cull", Float) = 2.0 |
|
[ToggleUI] _AlphaClip("__clip", Float) = 0.0 |
|
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|
|
|
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 |
|
// Editmode props |
|
_QueueOffset("Queue offset", Float) = 0.0 |
|
|
|
// ObsoleteProperties |
|
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {} |
|
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) |
|
[HideInInspector] _Shininess("Smoothness", Float) = 0.0 |
|
[HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0 |
|
[HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0 |
|
|
|
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} |
|
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} |
|
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} |
|
} |
|
|
|
SubShader |
|
{ |
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="4.5"} |
|
LOD 300 |
|
|
|
Pass |
|
{ |
|
Name "ForwardLit" |
|
Tags { "LightMode" = "UniversalForward" } |
|
|
|
// Use same blending / depth states as Standard shader |
|
Blend[_SrcBlend][_DstBlend] |
|
ZWrite[_ZWrite] |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local _NORMALMAP |
|
#pragma shader_feature_local_fragment _EMISSION |
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF |
|
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON |
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
// ------------------------------------- |
|
// Universal Pipeline keywords |
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING |
|
#pragma multi_compile _ SHADOWS_SHADOWMASK |
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS |
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT |
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION |
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 |
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS |
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES |
|
#pragma multi_compile _ _CLUSTERED_RENDERING |
|
|
|
// ------------------------------------- |
|
// Unity defined keywords |
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
|
#pragma multi_compile _ LIGHTMAP_ON |
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON |
|
#pragma multi_compile_fog |
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
#pragma instancing_options renderinglayer |
|
#pragma multi_compile _ DOTS_INSTANCING_ON |
|
|
|
#pragma vertex LitPassVertexSimple |
|
#pragma fragment LitPassFragmentSimple |
|
#define BUMP_SCALE_NOT_SUPPORTED 1 |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "ShadowCaster" |
|
Tags{"LightMode" = "ShadowCaster"} |
|
|
|
ZWrite On |
|
ZTest LEqual |
|
ColorMask 0 |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
#pragma multi_compile _ DOTS_INSTANCING_ON |
|
|
|
// ------------------------------------- |
|
// Universal Pipeline keywords |
|
|
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias |
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW |
|
|
|
#pragma vertex ShadowPassVertex |
|
#pragma fragment ShadowPassFragment |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "GBuffer" |
|
Tags{"LightMode" = "UniversalGBuffer"} |
|
|
|
ZWrite[_ZWrite] |
|
ZTest LEqual |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
//#pragma shader_feature _ALPHAPREMULTIPLY_ON |
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
#pragma shader_feature_local _NORMALMAP |
|
#pragma shader_feature_local_fragment _EMISSION |
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF |
|
|
|
// ------------------------------------- |
|
// Universal Pipeline keywords |
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
|
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
|
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS |
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT |
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 |
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS |
|
|
|
// ------------------------------------- |
|
// Unity defined keywords |
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
|
#pragma multi_compile _ LIGHTMAP_ON |
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON |
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING |
|
#pragma multi_compile _ SHADOWS_SHADOWMASK |
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT |
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
#pragma instancing_options renderinglayer |
|
#pragma multi_compile _ DOTS_INSTANCING_ON |
|
|
|
#pragma vertex LitPassVertexSimple |
|
#pragma fragment LitPassFragmentSimple |
|
#define BUMP_SCALE_NOT_SUPPORTED 1 |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "DepthOnly" |
|
Tags{"LightMode" = "DepthOnly"} |
|
|
|
ZWrite On |
|
ColorMask 0 |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
#pragma vertex DepthOnlyVertex |
|
#pragma fragment DepthOnlyFragment |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
#pragma multi_compile _ DOTS_INSTANCING_ON |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
// This pass is used when drawing to a _CameraNormalsTexture texture |
|
Pass |
|
{ |
|
Name "DepthNormals" |
|
Tags{"LightMode" = "DepthNormals"} |
|
|
|
ZWrite On |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
#pragma vertex DepthNormalsVertex |
|
#pragma fragment DepthNormalsFragment |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local _NORMALMAP |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
#pragma multi_compile _ DOTS_INSTANCING_ON |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
// This pass it not used during regular rendering, only for lightmap baking. |
|
Pass |
|
{ |
|
Name "Meta" |
|
Tags{ "LightMode" = "Meta" } |
|
|
|
Cull Off |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
#pragma vertex UniversalVertexMeta |
|
#pragma fragment UniversalFragmentMetaSimple |
|
#pragma shader_feature EDITOR_VISUALIZATION |
|
|
|
#pragma shader_feature_local_fragment _EMISSION |
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" |
|
|
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "Universal2D" |
|
Tags{ "LightMode" = "Universal2D" } |
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } |
|
|
|
HLSLPROGRAM |
|
#pragma exclude_renderers gles gles3 glcore |
|
#pragma target 4.5 |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" |
|
ENDHLSL |
|
} |
|
} |
|
|
|
SubShader |
|
{ |
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "IgnoreProjector" = "True" "ShaderModel"="2.0"} |
|
LOD 300 |
|
|
|
Pass |
|
{ |
|
Name "ForwardLit" |
|
Tags { "LightMode" = "UniversalForward" } |
|
|
|
// Use same blending / depth states as Standard shader |
|
Blend[_SrcBlend][_DstBlend] |
|
ZWrite[_ZWrite] |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local _NORMALMAP |
|
#pragma shader_feature_local_fragment _EMISSION |
|
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF |
|
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON |
|
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
// ------------------------------------- |
|
// Universal Pipeline keywords |
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING |
|
#pragma multi_compile _ SHADOWS_SHADOWMASK |
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT |
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS |
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION |
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS |
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES |
|
#pragma multi_compile _ _CLUSTERED_RENDERING |
|
|
|
|
|
// ------------------------------------- |
|
// Unity defined keywords |
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
|
#pragma multi_compile _ LIGHTMAP_ON |
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON |
|
#pragma multi_compile_fog |
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
|
|
#pragma vertex LitPassVertexSimple |
|
#pragma fragment LitPassFragmentSimple |
|
#define BUMP_SCALE_NOT_SUPPORTED 1 |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "ShadowCaster" |
|
Tags{"LightMode" = "ShadowCaster"} |
|
|
|
ZWrite On |
|
ZTest LEqual |
|
ColorMask 0 |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
// ------------------------------------- |
|
// Universal Pipeline keywords |
|
|
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias |
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
|
|
#pragma vertex ShadowPassVertex |
|
#pragma fragment ShadowPassFragment |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "DepthOnly" |
|
Tags{"LightMode" = "DepthOnly"} |
|
|
|
ZWrite On |
|
ColorMask 0 |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
#pragma vertex DepthOnlyVertex |
|
#pragma fragment DepthOnlyFragment |
|
|
|
// Material Keywords |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
// This pass is used when drawing to a _CameraNormalsTexture texture |
|
Pass |
|
{ |
|
Name "DepthNormals" |
|
Tags{"LightMode" = "DepthNormals"} |
|
|
|
ZWrite On |
|
Cull[_Cull] |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
#pragma vertex DepthNormalsVertex |
|
#pragma fragment DepthNormalsFragment |
|
|
|
// ------------------------------------- |
|
// Material Keywords |
|
#pragma shader_feature_local _NORMALMAP |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA |
|
|
|
//-------------------------------------- |
|
// GPU Instancing |
|
#pragma multi_compile_instancing |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl" |
|
ENDHLSL |
|
} |
|
|
|
// This pass it not used during regular rendering, only for lightmap baking. |
|
Pass |
|
{ |
|
Name "Meta" |
|
Tags{ "LightMode" = "Meta" } |
|
|
|
Cull Off |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
#pragma vertex UniversalVertexMeta |
|
#pragma fragment UniversalFragmentMetaSimple |
|
|
|
#pragma shader_feature_local_fragment _EMISSION |
|
#pragma shader_feature_local_fragment _SPECGLOSSMAP |
|
#pragma shader_feature EDITOR_VISUALIZATION |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" |
|
|
|
ENDHLSL |
|
} |
|
|
|
Pass |
|
{ |
|
Name "Universal2D" |
|
Tags{ "LightMode" = "Universal2D" } |
|
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" } |
|
|
|
HLSLPROGRAM |
|
#pragma only_renderers gles gles3 glcore d3d11 |
|
#pragma target 2.0 |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
#pragma shader_feature_local_fragment _ALPHATEST_ON |
|
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON |
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl" |
|
ENDHLSL |
|
} |
|
} |
|
|
|
Fallback "Hidden/Universal Render Pipeline/FallbackError" |
|
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader" |
|
}
|
|
|