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@psuong
Created August 19, 2020 22:00
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ClippedOpaqueMatrix.shader
Shader "Inwards/URP/ClippedOpaque_Matrix_URP_V2"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
[MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1)
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[Enum(Off, 0, On, 1)] _AlphaClip ("Clip", Float) = 1
[Enum(Off, 0, On, 1)] _ZWrite ("Z Write", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0
[Enum(Off, 0, Front, 1, Back, 2)] _Cull("Cull", Float) = 0
[HideInInspector] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalRenderPipeline"
"IgnoreProjector" = "True"
}
LOD 150
Pass
{
Name "ClippedOpaque_Matrix"
Tags
{
"LightMode" = "UniversalForward"
}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull [_Cull]
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 4.5
// -------------------------------------
// Material Keywords
// unused shader_feature variants are stripped from build automatically
// #pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _COMPUTE
// -------------------------------------
// Universal Render Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
// #pragma multi_compile_instancing
// #pragma require compute
// #pragma instancing_options procedural:setup
#pragma vertex LitVertexPass
#pragma fragment LitFragmentPass
#include "ClippedOpaque.hlsl"
ENDHLSL
}
}
}
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