Shader "Universal Render Pipeline/Baked Lit"
{
    Properties
    {
        [MainTexture] _BaseMap("Texture", 2D) = "white" {}
        [MainColor]   _BaseColor("Color", Color) = (1, 1, 1, 1)
        _Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
        _BumpMap("Normal Map", 2D) = "bump" {}

        // BlendMode
        _Surface("__surface", Float) = 0.0
        _Blend("__mode", Float) = 0.0
        _Cull("__cull", Float) = 2.0
        [ToggleUI] _AlphaClip("__clip", Float) = 0.0
        [HideInInspector] _BlendOp("__blendop", Float) = 0.0
        [HideInInspector] _SrcBlend("__src", Float) = 1.0
        [HideInInspector] _DstBlend("__dst", Float) = 0.0
        [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
        [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
        [HideInInspector] _ZWrite("__zw", Float) = 1.0
        [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
        [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0

        // Editmode props
        _QueueOffset("Queue offset", Float) = 0.0

        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
    }

    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "IgnoreProjector" = "True"
            "RenderPipeline" = "UniversalPipeline"
        }
        LOD 100

        // -------------------------------------
        // Render State Commands
        Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
        ZWrite [_ZWrite]
        Cull [_Cull]

        Pass
        {
            Name "BakedLit"
            Tags
            {
                "LightMode" = "UniversalForwardOnly"
            }

            // -------------------------------------
            // Render State Commands
            AlphaToMask[_AlphaToMask]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex BakedLitForwardPassVertex
            #pragma fragment BakedLitForwardPassFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _ALPHAMODULATE_ON

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
            #pragma multi_compile_fog
            #pragma multi_compile _ DEBUG_DISPLAY
            #pragma multi_compile _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            // Lighting include is needed because of GI
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl"
            ENDHLSL
        }

        Pass
        {
            Tags
            {
                "LightMode" = "DepthOnly"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            ColorMask R

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ALPHATEST_ON

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ LOD_FADE_CROSSFADE

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
            ENDHLSL
        }

        // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
        Pass
        {
            Name "DepthNormalsOnly"
            Tags
            {
                "LightMode" = "DepthNormalsOnly"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ _NORMALMAP
            #pragma shader_feature_local_fragment _ALPHATEST_ON

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
            #pragma multi_compile _ LOD_FADE_CROSSFADE
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl"
            ENDHLSL
        }

        // Same as DepthNormals pass, but used for deferred renderer and forwardOnly materials.
        Pass
        {
            Name "DepthNormalsOnly"
            Tags
            {
                "LightMode" = "DepthNormalsOnly"
            }

            // -------------------------------------
            // Render State Commands
            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ _NORMALMAP
            #pragma shader_feature_local_fragment _ALPHATEST_ON

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
            #pragma multi_compile _ LOD_FADE_CROSSFADE
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            //--------------------------------------
            // Defines
            #define BUMP_SCALE_NOT_SUPPORTED 1

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
            ENDHLSL
        }

        // This pass it not used during regular rendering, only for lightmap baking.
        Pass
        {
            Name "Meta"
            Tags
            {
                "LightMode" = "Meta"
            }

            // -------------------------------------
            // Render State Commands
            Cull Off

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex UniversalVertexMeta
            #pragma fragment UniversalFragmentMetaUnlit

            // -------------------------------------
            // Unity defined keywords
            #pragma shader_feature EDITOR_VISUALIZATION

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"

            ENDHLSL
        }

        Pass
        {
            Name "Universal2D"
            Tags
            {
                "LightMode" = "Universal2D"
            }

            // -------------------------------------
            // Render State Commands
            Blend[_SrcBlend][_DstBlend]
            ZWrite[_ZWrite]
            Cull[_Cull]

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"

            ENDHLSL
        }

        Pass
        {
            Name "MotionVectors"
            Tags { "LightMode" = "MotionVectors" }
            ColorMask RG

            HLSLPROGRAM
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma multi_compile _ LOD_FADE_CROSSFADE
            #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY

            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "XRMotionVectors"
            Tags { "LightMode" = "XRMotionVectors" }
            ColorMask RGBA

            // Stencil write for obj motion pixels
            Stencil
            {
                WriteMask 1
                Ref 1
                Comp Always
                Pass Replace
            }

            HLSLPROGRAM
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma multi_compile _ LOD_FADE_CROSSFADE
            #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
            #define APLICATION_SPACE_WARP_MOTION 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
            ENDHLSL
        }
    }

    FallBack "Universal Render Pipeline/Unlit"
    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.BakedLitShader"
}