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Copy pathLit.shader
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Lit.shader
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Shader "Fur/Shell/Lit"
{
Properties
{
[Header(Basic)][Space]
[MainColor] _BaseColor("Color", Color) = (0.5, 0.5, 0.5, 1)
_AmbientColor("Ambient Color", Color) = (0.0, 0.0, 0.0, 1)
_BaseMap("Albedo", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
[Header(Fur)][Space]
_FurMap("Fur", 2D) = "white" {}
[Normal] _NormalMap("Normal", 2D) = "bump" {}
_NormalScale("Normal Scale", Range(0.0, 2.0)) = 1.0
[IntRange] _ShellAmount("Shell Amount", Range(1, 14)) = 14
_ShellStep("Shell Step", Range(0.0, 0.01)) = 0.001
_AlphaCutout("Alpha Cutout", Range(0.0, 1.0)) = 0.2
_FurScale("Fur Scale", Range(0.0, 10.0)) = 1.0
_Occlusion("Occlusion", Range(0.0, 1.0)) = 0.5
_BaseMove("Base Move", Vector) = (0.0, -0.0, 0.0, 3.0)
_WindFreq("Wind Freq", Vector) = (0.5, 0.7, 0.9, 1.0)
_WindMove("Wind Move", Vector) = (0.2, 0.3, 0.2, 1.0)
[Header(Lighting)][Space]
_RimLightPower("Rim Light Power", Range(1.0, 20.0)) = 6.0
_RimLightIntensity("Rim Light Intensity", Range(0.0, 1.0)) = 0.5
_ShadowExtraBias("Shadow Extra Bias", Range(-1.0, 1.0)) = 0.0
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 100
ZWrite On
Cull Back
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
// URP のキーワード
#if (UNITY_VERSION >= 202111)
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#else
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#endif
#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
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_COOKIES
// Unity のキーワード
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma require geometry
#pragma geometry geom
#pragma fragment frag
#include "./Lit.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode" = "DepthOnly" }
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma require geometry
#pragma geometry geom
#pragma fragment frag
#include "./Depth.hlsl"
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode" = "DepthNormals" }
ZWrite On
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma require geometry
#pragma geometry geom
#pragma fragment frag
#include "./DepthNormals.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma require geometry
#pragma geometry geom
#pragma fragment frag
#include "./Shadow.hlsl"
ENDHLSL
}
}
}