// URP 17.3 Lit passes with shared curved-world vertex wrappers. Generated server materials only. Shader "Unheimlich/Portal Curved Server" { Properties { // Specular vs Metallic workflow _WorkflowMode("WorkflowMode", Float) = 1.0 [MainTexture] _BaseMap("Albedo", 2D) = "white" {} [MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) _SpecGlossMap("Specular", 2D) = "white" {} [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} _Parallax("Scale", Range(0.005, 0.08)) = 0.005 _ParallaxMap("Height Map", 2D) = "black" {} _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 _OcclusionMap("Occlusion", 2D) = "white" {} [HDR] _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} _DetailMask("Detail Mask", 2D) = "white" {} _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0 _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {} _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0 [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {} // SRP batching compatibility for Clear Coat (Not used in Lit) [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0 [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0 // 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] _SrcBlendAlpha("__srcA", Float) = 1.0 [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 [Enum(Default,0,Outside,1,Inside,2)] _MaskID("Portal mask", Float) = 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] _GlossMapScale("Smoothness", Float) = 0.0 [HideInInspector] _Glossiness("Smoothness", Float) = 0.0 [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} _Curvature("Curvature (synced from meadow)", Float) = 0.006 _StartDistance("Start distance", Float) = 6 _HorizontalInfluence("Horizontal influence", Float) = 0.12 _BendAngle("Bend angle", Float) = 0 [HideInInspector] _MeadowRegion("Circular region", Vector) = (0,0,0,0) [HideInInspector] _MeadowEdgeFade("Edge fade", Float) = 4 [HideInInspector] _MeadowEdgeColor("Edge haze", Color) = (0.36,0.43,0.46,1) } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "UniversalMaterialType"="Lit" } Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags { "LightMode" = "UniversalForwardOnly" } // ------------------------------------- // Render State Commands Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha] ZWrite[_ZWrite] Cull[_Cull] AlphaToMask[_AlphaToMask] HLSLPROGRAM #pragma target 3.5 // ------------------------------------- // Shader Stages #pragma vertex CurvedLitPassVertex #pragma fragment CurvedLitFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local_fragment _OCCLUSIONMAP #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local_fragment _SPECULAR_SETUP // ------------------------------------- // 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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ DEBUG_DISPLAY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Include/CurvedServerLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" #include "Include/CurvedServerVertex.hlsl" Varyings CurvedLitPassVertex(Attributes input) { UNITY_SETUP_INSTANCE_ID(input); BendServerFrame(input.positionOS.xyz, input.normalOS, input.tangentOS); return LitPassVertex(input); } void CurvedLitFragment(Varyings input, out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); ClipServerRegion(input.positionCS); LitPassFragment(input, outColor #ifdef _WRITE_RENDERING_LAYERS , outRenderingLayers #endif ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // ------------------------------------- // Render State Commands ZWrite On ColorMask R Cull[_Cull] HLSLPROGRAM #pragma target 3.5 // ------------------------------------- // Shader Stages #pragma vertex CurvedDepthOnlyVertex #pragma fragment CurvedDepthFragment // ------------------------------------- // Material Keywords #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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Include/CurvedServerLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" #include "Include/CurvedServerVertex.hlsl" Varyings CurvedDepthOnlyVertex(Attributes input) { UNITY_SETUP_INSTANCE_ID(input); CurvedWorld_float(input.position.xyz, _Curvature, _StartDistance, _HorizontalInfluence, _BendAngle, input.position.xyz); return DepthOnlyVertex(input); } half CurvedDepthFragment(Varyings input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); ClipServerRegion(input.positionCS); return DepthOnlyFragment(input); } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormalsOnly" } // ------------------------------------- // Render State Commands ZWrite On Cull[_Cull] HLSLPROGRAM #pragma target 3.5 // ------------------------------------- // Shader Stages #pragma vertex CurvedDepthNormalsVertex #pragma fragment CurvedNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _PARALLAXMAP #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" //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" // ------------------------------------- // Includes #include "Include/CurvedServerLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl" #include "Include/CurvedServerVertex.hlsl" Varyings CurvedDepthNormalsVertex(Attributes input) { UNITY_SETUP_INSTANCE_ID(input); BendServerFrame(input.positionOS.xyz, input.normal, input.tangentOS); return DepthNormalsVertex(input); } void CurvedNormalsFragment(Varyings input, out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); ClipServerRegion(input.positionCS); DepthNormalsFragment(input, outNormalWS #ifdef _WRITE_RENDERING_LAYERS , outRenderingLayers #endif ); } ENDHLSL } } Fallback Off }