book/generated/urp-17.3.0/xref/lit-key-symbols.md

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URP HLSL Xref: Lit key symbols

Unity urp-17.3.0 Lit 학습 핵심 심볼 정의/참조 위치 모음.

URP HLSL Xref: Lit key symbols

  • 생성일: 2026-03-04
  • URP 버전: "17.3.0"
  • Core 버전: "17.3.0"
  • URP 소스: D:/Files/_Projects/_Github IOs/Learning-Modern-Unity-Shaders/Packages/com.unity.render-pipelines.universal
  • Core 소스: D:/Files/_Projects/_Github IOs/Learning-Modern-Unity-Shaders/Packages/com.unity.render-pipelines.core
  • Web IDE: /ide/

TransformObjectToHClip

Definitions

  • <CORE>/ShaderLibrary/SpaceTransforms.hlsl:108float4 TransformObjectToHClip(float3 positionOS)

References (top 30)

  • <CORE>/ShaderLibrary/MetaPass.hlsl:106return TransformObjectToHClip(vertex);
  • <URP>/Shaders/2D/Include/2DCommon.hlsl:14o.positionCS = TransformObjectToHClip(input.positionOS);
  • <URP>/Shaders/2D/Include/Lit2DCommon.hlsl:22o.positionCS = TransformObjectToHClip(input.positionOS);
  • <URP>/Shaders/2D/Include/Normals2DCommon.hlsl:19o.positionCS = TransformObjectToHClip(input.positionOS);
  • <URP>/Shaders/2D/Include/SpriteMaskShared.hlsl:28output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/2D/Light2D.shader:82o.positionCS = TransformObjectToHClip(positionOS);
  • <URP>/Shaders/2D/Light2D.shader:103output.positionCS = TransformObjectToHClip(a.positionOS);
  • <URP>/Shaders/2D/RenderAs2D-Flattening.shader:62float4 originCS = TransformObjectToHClip(float3(0, 0, 0));
  • <URP>/Shaders/2D/RenderAs2D-Flattening.shader:63o.positionCS = TransformObjectToHClip(v.positionOS);
  • <URP>/Shaders/2D/RenderAs2D-Flattening.shader:120float4 originCS = TransformObjectToHClip(float3(0, 0, 0));
  • <URP>/Shaders/2D/RenderAs2D-Flattening.shader:121o.positionCS = TransformObjectToHClip(attributes.positionOS);
  • <URP>/Shaders/2D/RenderAs2D-Flattening.shader:171o.positionCS = TransformObjectToHClip(attributes.positionOS);
  • <URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader:43o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader:53o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:52o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader:101o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:60o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader:125o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/BRGPicking.shader:126output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/Debug/DebugReplacement.shader:80output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/DepthNormalsPass.hlsl:41output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/DepthOnlyPass.hlsl:36output.positionCS = TransformObjectToHClip(input.position.xyz);
  • <URP>/Shaders/LitDepthNormalsPass.hlsl:67output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:54output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/Terrain/TerrainLitPasses.hlsl:573o.clipPos = TransformObjectToHClip(v.position.xyz);
  • <URP>/Shaders/UnlitDepthNormalsPass.hlsl:40output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
  • <URP>/Shaders/Utils/FallbackError.shader:54o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/Utils/FallbackLoading.shader:55o.vertex = TransformObjectToHClip(v.vertex.xyz);
  • <URP>/Shaders/Utils/MaterialError.shader:49o.vertex = TransformObjectToHClip(v.vertex.xyz);

GetVertexPositionInputs

Definitions

  • <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:8VertexPositionInputs GetVertexPositionInputs(float3 positionOS)

References (top 30)

  • <URP>/ShaderLibrary/ObjectMotionVectors.hlsl:66const VertexPositionInputs vertexInput = GetVertexPositionInputs(input.position.xyz);
  • <URP>/ShaderLibrary/ShaderVariablesFunctions.deprecated.hlsl:7// Use GetVertexPositionInputs().positionNDC instead for vertex shader
  • <URP>/Shaders/BakedLitDepthNormalsPass.hlsl:40VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/BakedLitForwardPass.hlsl:106VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/LitDepthNormalsPass.hlsl:69VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/LitForwardPass.hlsl:166VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/LitGBufferPass.hlsl:147VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:78VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:79half3 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:124VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl:151VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree7Passes.hlsl:130VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree7Passes.hlsl:180VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree7Passes.hlsl:210VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree8Passes.hlsl:248VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree8Passes.hlsl:300VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Nature/SpeedTree8Passes.hlsl:540VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl:13VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Particles/ParticlesDepthOnlyPass.hlsl:13VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  • <URP>/Shaders/Particles/ParticlesEditorPass.hlsl:25VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:74VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:74VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:73VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:103VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl:96VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:56VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/SimpleLitForwardPass.hlsl:149VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/SimpleLitGBufferPass.hlsl:145VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/SpatialMappingOcclusion.shader:49VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
  • <URP>/Shaders/SpatialMappingWireframe.shader:54VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);

GetVertexNormalInputs

Definitions

  • <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:22VertexNormalInputs GetVertexNormalInputs(float3 normalOS)
  • <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl:31VertexNormalInputs GetVertexNormalInputs(float3 normalOS, float4 tangentOS)

References (top 30)

  • <URP>/Shaders/BakedLitDepthNormalsPass.hlsl:47VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/BakedLitForwardPass.hlsl:118VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/DepthNormalsPass.hlsl:43VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
  • <URP>/Shaders/LitDepthNormalsPass.hlsl:70VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
  • <URP>/Shaders/LitForwardPass.hlsl:171VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/LitGBufferPass.hlsl:152VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl:14VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
  • <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:75VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:75VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:74VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:104VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl:97VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl:57VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
  • <URP>/Shaders/SimpleLitForwardPass.hlsl:150VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/SimpleLitGBufferPass.hlsl:146VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl:57VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
  • <URP>/Shaders/Terrain/TerrainLitPasses.hlsl:328VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
  • <URP>/Shaders/UnlitDepthNormalsPass.hlsl:42VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
  • <URP>/Shaders/UnlitForwardPass.hlsl:84VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
  • <URP>/Shaders/UnlitGBufferPass.hlsl:58VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS);

LitPassVertex

Definitions

  • <URP>/Shaders/LitForwardPass.hlsl:158Varyings 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:223void 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:22void InitializeInputData(float2 uv, half2 lightingUV, out InputData2D inputData)
  • <URP>/Shaders/2D/Include/InputData2D.hlsl:30void InitializeInputData(float2 uv, out InputData2D inputData)
  • <URP>/Shaders/BakedLitForwardPass.hlsl:42void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/LitForwardPass.hlsl:72void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/LitGBufferPass.hlsl:73void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:91void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/Nature/SpeedTree8Passes.hlsl:322void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:7void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:7void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)
  • <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:7void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData)

References (top 30)

  • <URP>/Shaders/2D/Include/2DCommon.hlsl:32InitializeInputData(input.uv, inputData);
  • <URP>/Shaders/2D/Include/InputData2D.hlsl:32InitializeInputData(uv, 0, inputData);
  • <URP>/Shaders/2D/Include/Lit2DCommon.hlsl:42InitializeInputData(input.uv, input.lightingUV, inputData);
  • <URP>/Shaders/BakedLitForwardPass.hlsl:153InitializeInputData(input, normalTS, inputData);
  • <URP>/Shaders/LitForwardPass.hlsl:252InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/LitGBufferPass.hlsl:222InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl:194InitializeInputData(input, normalTs, inputData);
  • <URP>/Shaders/Nature/SpeedTree8Passes.hlsl:445InitializeInputData(input, normalTs, inputData);
  • <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:133InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl:131InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl:143InitializeInputData(input, normalTS, inputData);
  • <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl:154InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl:149InitializeInputData(input, surfaceData, inputData);
  • <URP>/Shaders/SimpleLitForwardPass.hlsl:211InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/SimpleLitGBufferPass.hlsl:193InitializeInputData(input, surfaceData.normalTS, inputData);
  • <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:194InitializeInputData(input, inputData);
  • <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:210InitializeInputData(input, inputData);
  • <URP>/Shaders/Terrain/TerrainLitPasses.hlsl:449InitializeInputData(IN, normalTS, inputData);
  • <URP>/Shaders/Terrain/WavingGrassPasses.hlsl:226InitializeInputData(input, inputData);
  • <URP>/Shaders/UnlitForwardPass.hlsl:120InitializeInputData(input, inputData);
  • <URP>/Shaders/UnlitGBufferPass.hlsl:82InitializeInputData(input, inputData);

InitializeStandardLitSurfaceData

Definitions

  • <URP>/Shaders/LitInput.hlsl:252inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
  • <URP>/Shaders/Terrain/TerrainLitInput.hlsl:125inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)

References (top 30)

  • <URP>/Shaders/LitForwardPass.hlsl:245InitializeStandardLitSurfaceData(input.uv, surfaceData);
  • <URP>/Shaders/LitGBufferPass.hlsl:215InitializeStandardLitSurfaceData(input.uv, surfaceData);
  • <URP>/Shaders/LitMetaPass.hlsl:9InitializeStandardLitSurfaceData(input.uv, surfaceData);

UniversalFragmentPBR

Definitions

  • <URP>/ShaderLibrary/Lighting.hlsl:282half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData)
  • <URP>/ShaderLibrary/Lighting.hlsl:376half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,

References (top 30)

  • <URP>/ShaderLibrary/Lighting.hlsl:392return UniversalFragmentPBR(inputData, surfaceData);
  • <URP>/Shaders/LitForwardPass.hlsl:261half4 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:495half4 color = UniversalFragmentPBR(inputData, surfaceData);
  • <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl:136half4 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:492half4 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:81Light GetMainLight()
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:102Light GetMainLight(float4 shadowCoord)
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:109Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask)
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:122Light GetMainLight(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)

References (top 30)

  • <URP>/ShaderLibrary/Lighting.hlsl:308Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/Lighting.hlsl:412Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:104Light light = GetMainLight();
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:111Light light = GetMainLight();
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:124Light light = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);
  • <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl:134return -GetMainLight().direction;
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:131Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
  • <URP>/Shaders/LitGBufferPass.hlsl:238Light 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:449Light 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:141Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
  • <URP>/Shaders/SimpleLitGBufferPass.hlsl:202Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
  • <URP>/Shaders/Terrain/TerrainDetailLit.shader:140Light mainLight = GetMainLight();
  • <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:155Light mainLight = GetMainLight();
  • <URP>/Shaders/Terrain/TerrainLitPasses.hlsl:472Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:135Light mainLight = GetMainLight();
  • <URP>/Shaders/Utils/StencilDeferred.hlsl:179unityLight = GetMainLight();

GetAdditionalLight

Definitions

  • <URP>/ShaderLibrary/RealtimeLights.hlsl:224Light GetAdditionalLight(uint i, float3 positionWS)
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:234Light GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:257Light GetAdditionalLight(uint i, InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)

References (top 30)

  • <URP>/ShaderLibrary/Lighting.hlsl:135Light light = GetAdditionalLight(lightIndex, positionWS);
  • <URP>/ShaderLibrary/Lighting.hlsl:336Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/Lighting.hlsl:350Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/Lighting.hlsl:434Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/Lighting.hlsl:445Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:166light.shadowAttenuation = 1.0; // This value can later be overridden in GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
  • <URP>/ShaderLibrary/RealtimeLights.hlsl:259Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:152Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:164Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
  • <URP>/Shaders/Terrain/TerrainDetailLit.shader:147Light light = GetAdditionalLight(i, vertexInput.positionWS);
  • <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:171Light light = GetAdditionalLight(i, vertexInput.positionWS);
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:165Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor);
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:178Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor);

GetAdditionalLightsCount

Definitions

  • <URP>/ShaderLibrary/RealtimeLights.hlsl:271int GetAdditionalLightsCount()

References (top 30)

  • <URP>/ShaderLibrary/Debug/Debugging3D.hlsl:269int numLights = GetAdditionalLightsCount() + 1;
  • <URP>/ShaderLibrary/Lighting.hlsl:131uint lightsCount = GetAdditionalLightsCount();
  • <URP>/ShaderLibrary/Lighting.hlsl:329uint pixelLightCount = GetAdditionalLightsCount();
  • <URP>/ShaderLibrary/Lighting.hlsl:427uint pixelLightCount = GetAdditionalLightsCount();
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:145uint pixelLightCount = GetAdditionalLightsCount();
  • <URP>/Shaders/Terrain/TerrainDetailLit.shader:144int pixelLightCount = GetAdditionalLightsCount();
  • <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl:168int pixelLightCount = GetAdditionalLightsCount();
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:163uint 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:134LIGHT_LOOP_BEGIN(lightsCount)
  • <URP>/ShaderLibrary/Lighting.hlsl:349LIGHT_LOOP_BEGIN(pixelLightCount)
  • <URP>/ShaderLibrary/Lighting.hlsl:444LIGHT_LOOP_BEGIN(pixelLightCount)
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:163LIGHT_LOOP_BEGIN(pixelLightCount)
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:164LIGHT_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:145LIGHT_LOOP_END
  • <URP>/ShaderLibrary/Lighting.hlsl:360LIGHT_LOOP_END
  • <URP>/ShaderLibrary/Lighting.hlsl:452LIGHT_LOOP_END
  • <URP>/ShaderLibrary/SixWayLighting.hlsl:172LIGHT_LOOP_END
  • <URP>/Shaders/Utils/ClusterDeferred.hlsl:173LIGHT_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.