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做公司网站别人能看到吗6/企业管理软件管理系统

admin2025/6/1 18:08:53news

简介做公司网站别人能看到吗6,企业管理软件管理系统,常州网站建设软件,吉林市做网站的科技公司【说明】 URP 版本为12.1.1,Lit Shader最复杂,明白了这个Shader,其他的都可以搞明白。 会拆分成一步步地解析,所有解析都写在源码中。 如有错误,欢迎指正! Shader "Universal Render Pipeline/Lit&…

做公司网站别人能看到吗6,企业管理软件管理系统,常州网站建设软件,吉林市做网站的科技公司【说明】 URP 版本为12.1.1,Lit Shader最复杂,明白了这个Shader,其他的都可以搞明白。 会拆分成一步步地解析,所有解析都写在源码中。 如有错误,欢迎指正! Shader "Universal Render Pipeline/Lit&…

 【说明】

URP 版本为12.1.1,Lit Shader最复杂,明白了这个Shader,其他的都可以搞明白。

会拆分成一步步地解析,所有解析都写在源码中。

如有错误,欢迎指正!

 

Shader "Universal Render Pipeline/Lit"//文件位于Packages/Universal RP/Shaders/Lit,当前版本为12.1.1
{Properties{// Specular vs Metallic workflow  高光和金属工作流,默认为金属工作流_WorkflowMode("WorkflowMode", Float) = 1.0//MainTexture特性将_BaseMap设置为主纹理,与材质的主纹理字段对应Material.mainTexture[MainTexture] _BaseMap("Albedo", 2D) = "white" {}//MainColor特性将_BaseColor设置为主颜色,与材质的颜色字段对应Material.color[MainColor] _BaseColor("Color", Color) = (1,1,1,1)//Alpha通道的截断值_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5//光泽度_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0//金属度_Metallic("Metallic", Range(0.0, 1.0)) = 0.0_MetallicGlossMap("Metallic", 2D) = "white" {}//高光_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)_SpecGlossMap("Specular", 2D) = "white" {}//ToggleOff特性使该属性在面板上显示为开关的样式,在材质面板上位于Advanced Options[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0//法线贴图_BumpScale("Scale", Float) = 1.0_BumpMap("Normal Map", 2D) = "bump" {}//高度图_Parallax("Scale", Range(0.005, 0.08)) = 0.005_ParallaxMap("Height Map", 2D) = "black" {}//环境光遮挡_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0_OcclusionMap("Occlusion", 2D) = "white" {}//自发光,指定使用HDR颜色,该颜色亮度值可以超过1[HDR] _EmissionColor("Color", Color) = (0,0,0)_EmissionMap("Emission", 2D) = "white" {}//细节贴图,可以给表面更多的细节信息_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特性添加在2D Property之前,可以检测关联的纹理贴图是否为法线贴图,如果不是,则会弹出修复提示[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 混合状态参数_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] _GlossMapScale("Smoothness", Float) = 0.0[HideInInspector] _Glossiness("Smoothness", Float) = 0.0[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0//NoScaleOffset 在材质面板上隐藏纹理贴图的Tiling和Offset选项[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}}SubShader{// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this// material work with both Universal Render Pipeline and Builtin Unity Pipeline//使用URP管线,需要指定渲染管线为UniversalPipeline,否则这个SubShader将失败。如果想使该材质同时在URP和内置管线中运行,可在下面添加一个新的SubShader或者Fallback到内置管线Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="4.5"}//指定ShaderModel为4.5,平台需要支持OpenGL ES 3.1LOD 300//连续七个Pass,分为是前向渲染、阴影投射、GBuffer、深度、相机法线、光照贴图、2D渲染// ------------------------------------------------------------------//  Forward pass. Shades all light in a single pass. GI + emission + FogPass{// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with// no LightMode tag are also rendered by Universal Render PipelineName "ForwardLit"Tags{"LightMode" = "UniversalForward"}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 _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#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION#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 _ LIGHTMAP_SHADOW_MIXING#pragma multi_compile _ SHADOWS_SHADOWMASK#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 LitPassVertex#pragma fragment LitPassFragment#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"ENDHLSL}Pass{Name "ShadowCaster"Tags{"LightMode" = "ShadowCaster"}ZWrite OnZTest LEqualColorMask 0Cull[_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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A//--------------------------------------// 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/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"ENDHLSL}Pass{// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with// no LightMode tag are also rendered by Universal Render PipelineName "GBuffer"Tags{"LightMode" = "UniversalGBuffer"}ZWrite[_ZWrite]ZTest LEqualCull[_Cull]HLSLPROGRAM#pragma exclude_renderers gles gles3 glcore#pragma target 4.5// -------------------------------------// Material Keywords#pragma shader_feature_local _NORMALMAP#pragma shader_feature_local_fragment _ALPHATEST_ON//#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_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 _PARALLAXMAP#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF#pragma shader_feature_local_fragment _SPECULAR_SETUP#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 _ _REFLECTION_PROBE_BLENDING#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION#pragma multi_compile_fragment _ _SHADOWS_SOFT#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3#pragma multi_compile_fragment _ _LIGHT_LAYERS#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED// -------------------------------------// 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 _ DYNAMICLIGHTMAP_ON#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma instancing_options renderinglayer#pragma multi_compile _ DOTS_INSTANCING_ON#pragma vertex LitGBufferPassVertex#pragma fragment LitGBufferPassFragment#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"ENDHLSL}Pass{Name "DepthOnly"Tags{"LightMode" = "DepthOnly"}ZWrite OnColorMask 0Cull[_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 _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma multi_compile _ DOTS_INSTANCING_ON#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"ENDHLSL}// This pass is used when drawing to a _CameraNormalsTexture texturePass{Name "DepthNormals"Tags{"LightMode" = "DepthNormals"}ZWrite OnCull[_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 _PARALLAXMAP#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma multi_compile _ DOTS_INSTANCING_ON#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"ENDHLSL}// This pass it not used during regular rendering, only for lightmap baking.Pass{Name "Meta"Tags{"LightMode" = "Meta"}Cull OffHLSLPROGRAM#pragma exclude_renderers gles gles3 glcore#pragma target 4.5#pragma vertex UniversalVertexMeta#pragma fragment UniversalFragmentMetaLit#pragma shader_feature EDITOR_VISUALIZATION#pragma shader_feature_local_fragment _SPECULAR_SETUP#pragma shader_feature_local_fragment _EMISSION#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED#pragma shader_feature_local_fragment _SPECGLOSSMAP#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"ENDHLSL}Pass{Name "Universal2D"Tags{ "LightMode" = "Universal2D" }Blend[_SrcBlend][_DstBlend]ZWrite[_ZWrite]Cull[_Cull]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/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"ENDHLSL}}SubShader{// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this// material work with both Universal Render Pipeline and Builtin Unity Pipeline//同上一个SubShader一样,区别是ShaderModel为2.0,在unity所有支持的平台上都能够工作,如果上一个SubShader不能运行,则使用这个SubShaderTags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True" "ShaderModel"="2.0"}LOD 300// ------------------------------------------------------------------//  Forward pass. Shades all light in a single pass. GI + emission + FogPass{// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with// no LightMode tag are also rendered by Universal Render PipelineName "ForwardLit"Tags{"LightMode" = "UniversalForward"}Blend[_SrcBlend][_DstBlend]ZWrite[_ZWrite]Cull[_Cull]HLSLPROGRAM#pragma only_renderers gles gles3 glcore d3d11#pragma target 2.0//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma instancing_options renderinglayer// -------------------------------------// 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#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_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 _ _REFLECTION_PROBE_BLENDING#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION#pragma multi_compile_fragment _ _LIGHT_LAYERS#pragma multi_compile_fragment _ _LIGHT_COOKIES#pragma multi_compile _ _CLUSTERED_RENDERING// -------------------------------------// 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_fog#pragma multi_compile_fragment _ DEBUG_DISPLAY#pragma vertex LitPassVertex#pragma fragment LitPassFragment#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"ENDHLSL}Pass{Name "ShadowCaster"Tags{"LightMode" = "ShadowCaster"}ZWrite OnZTest LEqualColorMask 0Cull[_Cull]HLSLPROGRAM#pragma only_renderers gles gles3 glcore d3d11#pragma target 2.0//--------------------------------------// GPU Instancing#pragma multi_compile_instancing// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A// -------------------------------------// 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/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"ENDHLSL}Pass{Name "DepthOnly"Tags{"LightMode" = "DepthOnly"}ZWrite OnColorMask 0Cull[_Cull]HLSLPROGRAM#pragma only_renderers gles gles3 glcore d3d11#pragma target 2.0//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#pragma vertex DepthOnlyVertex#pragma fragment DepthOnlyFragment// -------------------------------------// Material Keywords#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"ENDHLSL}// This pass is used when drawing to a _CameraNormalsTexture texturePass{Name "DepthNormals"Tags{"LightMode" = "DepthNormals"}ZWrite OnCull[_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 _PARALLAXMAP#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A//--------------------------------------// GPU Instancing#pragma multi_compile_instancing#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"ENDHLSL}// This pass it not used during regular rendering, only for lightmap baking.Pass{Name "Meta"Tags{"LightMode" = "Meta"}Cull OffHLSLPROGRAM#pragma only_renderers gles gles3 glcore d3d11#pragma target 2.0#pragma vertex UniversalVertexMeta#pragma fragment UniversalFragmentMetaLit#pragma shader_feature EDITOR_VISUALIZATION#pragma shader_feature_local_fragment _SPECULAR_SETUP#pragma shader_feature_local_fragment _EMISSION#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP#pragma shader_feature_local_fragment _ALPHATEST_ON#pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED#pragma shader_feature_local_fragment _SPECGLOSSMAP#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"ENDHLSL}Pass{Name "Universal2D"Tags{ "LightMode" = "Universal2D" }Blend[_SrcBlend][_DstBlend]ZWrite[_ZWrite]Cull[_Cull]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/LitInput.hlsl"#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"ENDHLSL}}FallBack "Hidden/Universal Render Pipeline/FallbackError"//回退到FallBackError,该文件在Packages/Universal RP/Shaders/Utils/FallbackError.shaderCustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"//自定义的材质编辑界面
}