// Setup a define to say we are an unlit shader #define SHADER_UNLIT $EnableShadowMatte: #define _ENABLE_SHADOW_MATTE // Following Macro are only used by Unlit material #if defined(_ENABLE_SHADOW_MATTE) #if SHADERPASS == SHADERPASS_FORWARD_UNLIT #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #elif SHADERPASS == SHADERPASS_PATH_TRACING #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER #endif // We don't want to have the lightloop defined for the ray tracing passes, but we do for the rasterisation and path tracing shader passes. #if !defined(SHADER_STAGE_RAY_TRACING) || SHADERPASS == SHADERPASS_PATH_TRACING #define HAS_LIGHTLOOP #endif #endif