// Shader targeted for low end devices. Single Pass Forward Rendering. Shader "UniQuake/Quake" { Properties { [MainTexture] _BaseMap("Base Map (RGB) Alpha (A)", 2D) = "white" {} [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) [NoScaleOffset] _LightMap("Lightmap (RGBA)", 2D) = "white" {} _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.666 [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} [HideInInspector] _ShadeVector("Shade Vector", Vector) = (0, 0, 0) [HideInInspector] _LightColor("Light Color", Color) = (1, 1, 1, 1) // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 [HideInInspector] _Blend("__blend", Float) = 0.0 [HideInInspector] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _Cull("__cull", Float) = 2.0 } 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 multi_compile_local __ _ALPHATEST_ON #pragma multi_compile_local __ _EMISSION #pragma multi_compile_local __ _QLIGHTMAP_ON _AFFINE_ON // Lightmapping and affine texturing are mutually exclusive // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _POINT_SAMPLING // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog #pragma vertex LitPassVertexSimple #pragma fragment LitPassFragmentSimple #define BUMP_SCALE_NOT_SUPPORTED 1 #include "QuakeInput.hlsl" #include "QuakeForwardPass.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 multi_compile_local __ _ALPHATEST_ON #include "QuakeInput.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 multi_compile_local __ _ALPHATEST_ON #include "QuakeInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" //CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.SimpleLitShader" }