URP HLSL Xref: Lit key symbols
- Generated on: 2026-02-19
- URP version: "17.3.0"
- Core version: "17.3.0"
- URP 소스:
<URP> - Core 소스:
<CORE> - Code Browser: code/index.md
TransformObjectToHClip
Definitions
<CORE>/ShaderLibrary/SpaceTransforms.hlsl:108—float4 TransformObjectToHClip(float3 positionOS)
References (top 30)
<CORE>/ShaderLibrary/MetaPass.hlsl:106—return TransformObjectToHClip(vertex);<URP>/Shaders/2D/Include/2DCommon.hlsl:14—o.positionCS = TransformObjectToHClip(input.positionOS);<URP>/Shaders/2D/Include/Lit2DCommon.hlsl:22—o.positionCS = TransformObjectToHClip(input.positionOS);<URP>/Shaders/2D/Include/Normals2DCommon.hlsl:19—o.positionCS = TransformObjectToHClip(input.positionOS);<URP>/Shaders/2D/Include/SpriteMaskShared.hlsl:28—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/2D/Light2D.shader:82—o.positionCS = TransformObjectToHClip(positionOS);<URP>/Shaders/2D/Light2D.shader:103—output.positionCS = TransformObjectToHClip(a.positionOS);<URP>/Shaders/2D/RenderAs2D-Flattening.shader:62—float4 originCS = TransformObjectToHClip(float3(0, 0, 0));<URP>/Shaders/2D/RenderAs2D-Flattening.shader:63—o.positionCS = TransformObjectToHClip(v.positionOS);<URP>/Shaders/2D/RenderAs2D-Flattening.shader:120—float4 originCS = TransformObjectToHClip(float3(0, 0, 0));<URP>/Shaders/2D/RenderAs2D-Flattening.shader:121—o.positionCS = TransformObjectToHClip(attributes.positionOS);<URP>/Shaders/2D/RenderAs2D-Flattening.shader:171—o.positionCS = TransformObjectToHClip(attributes.positionOS);<URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader:43—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader:53—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:52—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:101—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:60—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:125—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/BRGPicking.shader:126—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/Debug/DebugReplacement.shader:80—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/DepthNormalsPass.hlsl:41—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/DepthOnlyPass.hlsl:36—output.positionCS = TransformObjectToHClip(input.position.xyz);<URP>/Shaders/LitDepthNormalsPass.hlsl:67—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:54—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:573—o.clipPos = TransformObjectToHClip(v.position.xyz);<URP>/Shaders/UnlitDepthNormalsPass.hlsl:40—output.positionCS = TransformObjectToHClip(input.positionOS.xyz);<URP>/Shaders/Utils/FallbackError.shader:54—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/Utils/FallbackLoading.shader:55—o.vertex = TransformObjectToHClip(v.vertex.xyz);<URP>/Shaders/Utils/MaterialError.shader:49—o.vertex = TransformObjectToHClip(v.vertex.xyz);
GetVertexPositionInputs
Definitions
<URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:8—VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
References (top 30)
<URP>/Shaders/BakedLitDepthNormalsPass.hlsl:40—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/BakedLitForwardPass.hlsl:106—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/LitDepthNormalsPass.hlsl:69—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/LitForwardPass.hlsl:166—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/LitGBufferPass.hlsl:147—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:78—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:79—half3 normalWS = input.normal; // Already calculated in world space. Can probably get rid of the world space transform in GetVertexPositionInputs too.<URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:124—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:151—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree7Passes.hlsl:130—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree7Passes.hlsl:180—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree7Passes.hlsl:210—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:248—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:300—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:540—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl:13—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Particles/ParticlesDepthOnlyPass.hlsl:13—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);<URP>/Shaders/Particles/ParticlesEditorPass.hlsl:25—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:74—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:74—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:73—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:103—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:56—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/SimpleLitForwardPass.hlsl:149—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/SimpleLitGBufferPass.hlsl:145—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/SpatialMappingOcclusion.shader:49—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/SpatialMappingWireframe.shader:54—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/Terrain/TerrainDetailLit.shader:128—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);<URP>/Shaders/UnlitForwardPass.hlsl:70—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);<URP>/Shaders/UnlitGBufferPass.hlsl:53—VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
GetVertexNormalInputs
Definitions
<URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:22—VertexNormalInputs GetVertexNormalInputs(float3 normalOS)<URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:31—VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)
References (top 30)
<URP>/Shaders/BakedLitDepthNormalsPass.hlsl:47—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/BakedLitForwardPass.hlsl:118—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/DepthNormalsPass.hlsl:43—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);<URP>/Shaders/LitDepthNormalsPass.hlsl:70—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);<URP>/Shaders/LitForwardPass.hlsl:171—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/LitGBufferPass.hlsl:152—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl:14—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);<URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:75—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:75—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:74—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:104—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl:97—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:57—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);<URP>/Shaders/SimpleLitForwardPass.hlsl:150—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/SimpleLitGBufferPass.hlsl:146—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl:57—VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:328—VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);<URP>/Shaders/UnlitDepthNormalsPass.hlsl:42—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);<URP>/Shaders/UnlitForwardPass.hlsl:84—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);<URP>/Shaders/UnlitGBufferPass.hlsl:58—VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS);
LitPassVertex
Definitions
<URP>/Shaders/LitForwardPass.hlsl:158—Varyings LitPassVertex(Attributes input)
References (top 30)
<URP>/Shaders/ComplexLit.shader:115—#pragma vertex LitPassVertex<URP>/Shaders/Lit.shader:116—#pragma vertex LitPassVertex
LitPassFragment
Definitions
<URP>/Shaders/LitForwardPass.hlsl:223—void LitPassFragment(
References (top 30)
<URP>/Shaders/ComplexLit.shader:116—#pragma fragment LitPassFragment<URP>/Shaders/Lit.shader:117—#pragma fragment LitPassFragment
InitializeInputData
Definitions
<URP>/Shaders/2D/Include/InputData2D.hlsl:22—void InitializeInputData(float2 uv, half2 lightingUV, out InputData2D inputData)<URP>/Shaders/2D/Include/InputData2D.hlsl:30—void InitializeInputData(float2 uv, out InputData2D inputData)<URP>/Shaders/BakedLitForwardPass.hlsl:42—void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)<URP>/Shaders/LitForwardPass.hlsl:72—void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)<URP>/Shaders/LitGBufferPass.hlsl:73—void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:91—void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData)<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:322—void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData)<URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:7—void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:7—void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)<URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:7—void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
References (top 30)
<URP>/Shaders/2D/Include/2DCommon.hlsl:32—InitializeInputData(input.uv, inputData);<URP>/Shaders/2D/Include/InputData2D.hlsl:32—InitializeInputData(uv, 0, inputData);<URP>/Shaders/2D/Include/Lit2DCommon.hlsl:42—InitializeInputData(input.uv, input.lightingUV, inputData);<URP>/Shaders/BakedLitForwardPass.hlsl:153—InitializeInputData(input, normalTS, inputData);<URP>/Shaders/LitForwardPass.hlsl:252—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/LitGBufferPass.hlsl:222—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:194—InitializeInputData(input, normalTs, inputData);<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:445—InitializeInputData(input, normalTs, inputData);<URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:133—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:131—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:143—InitializeInputData(input, normalTS, inputData);<URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:154—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl:149—InitializeInputData(input, surfaceData, inputData);<URP>/Shaders/SimpleLitForwardPass.hlsl:211—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/SimpleLitGBufferPass.hlsl:193—InitializeInputData(input, surfaceData.normalTS, inputData);<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:194—InitializeInputData(input, inputData);<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:210—InitializeInputData(input, inputData);<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:449—InitializeInputData(IN, normalTS, inputData);<URP>/Shaders/Terrain/WavingGrassPasses.hlsl:226—InitializeInputData(input, inputData);<URP>/Shaders/UnlitForwardPass.hlsl:120—InitializeInputData(input, inputData);<URP>/Shaders/UnlitGBufferPass.hlsl:82—InitializeInputData(input, inputData);
InitializeStandardLitSurfaceData
Definitions
<URP>/Shaders/LitInput.hlsl:252—inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)<URP>/Shaders/Terrain/TerrainLitInput.hlsl:125—inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
References (top 30)
<URP>/Shaders/LitForwardPass.hlsl:245—InitializeStandardLitSurfaceData(input.uv, surfaceData);<URP>/Shaders/LitGBufferPass.hlsl:215—InitializeStandardLitSurfaceData(input.uv, surfaceData);<URP>/Shaders/LitMetaPass.hlsl:9—InitializeStandardLitSurfaceData(input.uv, surfaceData);
UniversalFragmentPBR
Definitions
<URP>/ShaderLibrary/Lighting.hlsl:282—half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData)<URP>/ShaderLibrary/Lighting.hlsl:376—half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
References (top 30)
<URP>/ShaderLibrary/Lighting.hlsl:392—return UniversalFragmentPBR(inputData, surfaceData);<URP>/Shaders/LitForwardPass.hlsl:261—half4 color = UniversalFragmentPBR(inputData, surfaceData);<URP>/Shaders/LitGBufferPass.hlsl:231—// Stripped down version of UniversalFragmentPBR().<URP>/Shaders/LitGBufferPass.hlsl:233—// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:466—// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:495—half4 color = UniversalFragmentPBR(inputData, surfaceData);<URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:136—half4 color = UniversalFragmentPBR(inputData, surfaceData);<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:134—// Stripped down version of UniversalFragmentPBR().<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:136—// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:492—half4 color = UniversalFragmentPBR(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha);
GetMainLight
Definitions
<URP>/ShaderLibrary/RealtimeLights.hlsl:81—Light GetMainLight()<URP>/ShaderLibrary/RealtimeLights.hlsl:102—Light GetMainLight(float4 shadowCoord)<URP>/ShaderLibrary/RealtimeLights.hlsl:109—Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask)<URP>/ShaderLibrary/RealtimeLights.hlsl:122—Light GetMainLight(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
References (top 30)
<URP>/ShaderLibrary/Lighting.hlsl:308—Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/Lighting.hlsl:412—Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/RealtimeLights.hlsl:104—Light light = GetMainLight();<URP>/ShaderLibrary/RealtimeLights.hlsl:111—Light light = GetMainLight();<URP>/ShaderLibrary/RealtimeLights.hlsl:124—Light light = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);<URP>/ShaderLibrary/ShaderGraphFunctions.hlsl:134—return -GetMainLight().direction;<URP>/ShaderLibrary/SixWayLighting.hlsl:131—Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);<URP>/Shaders/LitGBufferPass.hlsl:238—Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);<URP>/Shaders/Nature/SpeedTree8_PBRLit.shadergraph:2695—"m_FunctionBody": "Light mainLight = GetMainLight();\nMainLightColor = mainLight.color;\nMainLightDirWS = mainLight.direction;\nfloat4 shadowCoord = TransformWorldToShadowCoord(PositionWS);\nMainLightShadow = MainLightRealtimeShadow(shadowCoord);"<URP>/Shaders/Nature/SpeedTree8Passes.hlsl:449—Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);<URP>/Shaders/Nature/SpeedTree9_URP.shadergraph:2409—"m_FunctionBody": "Light mainLight = GetMainLight();\nMainLightColor = mainLight.color;\nMainLightDirWS = mainLight.direction;\nfloat4 shadowCoord = TransformWorldToShadowCoord(PositionWS);\nMainLightShadow = MainLightRealtimeShadow(shadowCoord);"<URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:141—Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);<URP>/Shaders/SimpleLitGBufferPass.hlsl:202—Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);<URP>/Shaders/Terrain/TerrainDetailLit.shader:140—Light mainLight = GetMainLight();<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:155—Light mainLight = GetMainLight();<URP>/Shaders/Terrain/TerrainLitPasses.hlsl:472—Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);<URP>/Shaders/Utils/ClusterDeferred.hlsl:135—Light mainLight = GetMainLight();<URP>/Shaders/Utils/StencilDeferred.hlsl:179—unityLight = GetMainLight();
GetAdditionalLight
Definitions
<URP>/ShaderLibrary/RealtimeLights.hlsl:224—Light GetAdditionalLight(uint i, float3 positionWS)<URP>/ShaderLibrary/RealtimeLights.hlsl:234—Light GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)<URP>/ShaderLibrary/RealtimeLights.hlsl:257—Light GetAdditionalLight(uint i, InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
References (top 30)
<URP>/ShaderLibrary/Lighting.hlsl:135—Light light = GetAdditionalLight(lightIndex, positionWS);<URP>/ShaderLibrary/Lighting.hlsl:336—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/Lighting.hlsl:350—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/Lighting.hlsl:434—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/Lighting.hlsl:445—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/RealtimeLights.hlsl:166—light.shadowAttenuation = 1.0; // This value can later be overridden in GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)<URP>/ShaderLibrary/RealtimeLights.hlsl:259—Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);<URP>/ShaderLibrary/SixWayLighting.hlsl:152—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/ShaderLibrary/SixWayLighting.hlsl:164—Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);<URP>/Shaders/Terrain/TerrainDetailLit.shader:147—Light light = GetAdditionalLight(i, vertexInput.positionWS);<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:171—Light light = GetAdditionalLight(i, vertexInput.positionWS);<URP>/Shaders/Utils/ClusterDeferred.hlsl:165—Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor);<URP>/Shaders/Utils/ClusterDeferred.hlsl:178—Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor);
GetAdditionalLightsCount
Definitions
<URP>/ShaderLibrary/RealtimeLights.hlsl:271—int GetAdditionalLightsCount()
References (top 30)
<URP>/ShaderLibrary/Debug/Debugging3D.hlsl:269—int numLights = GetAdditionalLightsCount() + 1;<URP>/ShaderLibrary/Lighting.hlsl:131—uint lightsCount = GetAdditionalLightsCount();<URP>/ShaderLibrary/Lighting.hlsl:329—uint pixelLightCount = GetAdditionalLightsCount();<URP>/ShaderLibrary/Lighting.hlsl:427—uint pixelLightCount = GetAdditionalLightsCount();<URP>/ShaderLibrary/SixWayLighting.hlsl:145—uint pixelLightCount = GetAdditionalLightsCount();<URP>/Shaders/Terrain/TerrainDetailLit.shader:144—int pixelLightCount = GetAdditionalLightsCount();<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:168—int pixelLightCount = GetAdditionalLightsCount();<URP>/Shaders/Utils/ClusterDeferred.hlsl:163—uint pixelLightCount = GetAdditionalLightsCount();
USE_CLUSTER_LIGHT_LOOP
Definitions
<URP>/ShaderLibrary/Core.hlsl:14—#define USE_CLUSTER_LIGHT_LOOP 1<URP>/ShaderLibrary/Core.hlsl:16—#define USE_CLUSTER_LIGHT_LOOP 0
References (top 30)
<URP>/ShaderLibrary/Clustering.hlsl:6—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Clustering.hlsl:151—#endif // USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Core.hlsl:19—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Debug/Debugging3D.hlsl:254—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:10—// USE_FORWARD_PLUS USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:17—#define USE_FORWARD_PLUS USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/GlobalIllumination.hlsl:14—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/GlobalIllumination.hlsl:291—#if USE_CLUSTER_LIGHT_LOOP && CLUSTER_HAS_REFLECTION_PROBES<URP>/ShaderLibrary/GlobalIllumination.hlsl:457—#if !USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/GlobalIllumination.hlsl:541—#if !USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Input.hlsl:138—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Input.hlsl:180—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Lighting.hlsl:331—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/Lighting.hlsl:429—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/RealtimeLights.hlsl:21—#if USE_CLUSTER_LIGHT_LOOP && defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING)<URP>/ShaderLibrary/RealtimeLights.hlsl:27—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/RealtimeLights.hlsl:85—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/RealtimeLights.hlsl:226—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/RealtimeLights.hlsl:236—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/RealtimeLights.hlsl:273—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/ShaderGraphFunctions.hlsl:88—#if USE_CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/SixWayLighting.hlsl:147—#if USE_CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:164—// Adding !defined(USE_CLUSTER_LIGHT_LOOP): in Forward+ we can't possibly get the light list in a vertex shader.<URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:165—#if (defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)) && !defined(USE_CLUSTER_LIGHT_LOOP)
LIGHT_LOOP_BEGIN
Definitions
<URP>/ShaderLibrary/RealtimeLights.hlsl:28—#define LIGHT_LOOP_BEGIN(lightCount) { \<URP>/ShaderLibrary/RealtimeLights.hlsl:36—#define LIGHT_LOOP_BEGIN(lightCount) \
References (top 30)
<URP>/ShaderLibrary/Lighting.hlsl:134—LIGHT_LOOP_BEGIN(lightsCount)<URP>/ShaderLibrary/Lighting.hlsl:349—LIGHT_LOOP_BEGIN(pixelLightCount)<URP>/ShaderLibrary/Lighting.hlsl:444—LIGHT_LOOP_BEGIN(pixelLightCount)<URP>/ShaderLibrary/SixWayLighting.hlsl:163—LIGHT_LOOP_BEGIN(pixelLightCount)<URP>/Shaders/Utils/ClusterDeferred.hlsl:164—LIGHT_LOOP_BEGIN(pixelLightCount)
LIGHT_LOOP_END
Definitions
<URP>/ShaderLibrary/RealtimeLights.hlsl:34—#define LIGHT_LOOP_END } }<URP>/ShaderLibrary/RealtimeLights.hlsl:38—#define LIGHT_LOOP_END }
References (top 30)
<URP>/ShaderLibrary/Lighting.hlsl:145—LIGHT_LOOP_END<URP>/ShaderLibrary/Lighting.hlsl:360—LIGHT_LOOP_END<URP>/ShaderLibrary/Lighting.hlsl:452—LIGHT_LOOP_END<URP>/ShaderLibrary/SixWayLighting.hlsl:172—LIGHT_LOOP_END<URP>/Shaders/Utils/ClusterDeferred.hlsl:173—LIGHT_LOOP_END
_CLUSTER_LIGHT_LOOP
Definitions
<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:20—#define _CLUSTER_LIGHT_LOOP 1<URP>/Shaders/Utils/ClusterDeferred.shader:55—#define _CLUSTER_LIGHT_LOOP<URP>/Shaders/Utils/ClusterDeferred.shader:118—#define _CLUSTER_LIGHT_LOOP
References (top 30)
<URP>/ShaderLibrary/Core.hlsl:9—// We will emit a warning and define _CLUSTER_LIGHT_LOOP for backwards compatibility.<URP>/ShaderLibrary/Core.hlsl:13—#if defined(_CLUSTER_LIGHT_LOOP)<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:9—// _FORWARD_PLUS _CLUSTER_LIGHT_LOOP<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:13—#warning _FORWARD_PLUS shader keyword has been deprecated. Please update your shaders to use _CLUSTER_LIGHT_LOOP shader keyword instead, otherwise shader compilation times may be negatively affected.<URP>/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl:19—#if !defined(_CLUSTER_LIGHT_LOOP)<URP>/Shaders/ComplexLit.shader:142—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/ComplexLit.shader:290—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Lit.shader:151—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Lit.shader:287—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Nature/SpeedTree7.shader:51—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Nature/SpeedTree7Billboard.shader:40—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Nature/SpeedTree8.shader:59—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Nature/SpeedTree8.shader:152—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Particles/ParticlesLit.shader:146—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Particles/ParticlesLit.shader:223—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Particles/ParticlesSimpleLit.shader:146—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/SimpleLit.shader:109—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainDetailLit.shader:31—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLit.shader:73—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLit.shader:169—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLitAdd.shader:68—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLitAdd.shader:141—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLitBase.shader:46—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/TerrainLitBase.shader:133—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/WavingGrass.shader:36—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP<URP>/Shaders/Terrain/WavingGrassBillboard.shader:37—#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
NOTE: 자동 생성 파일입니다. 최종 판단은 로컬 URP/Core 소스를 기준으로 하세요.