diff --git a/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_urp.shader b/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_urp.shader index 9d3f9b81e..151628595 100644 --- a/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_urp.shader +++ b/Assets/VRMShaders/VRM10/MToon10/Resources/VRM10/vrmc_materials_mtoon_urp.shader @@ -121,30 +121,30 @@ Shader "VRM10/MToon10_URP" Pass { Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } + Tags{"LightMode" = "ShadowCaster"} Cull [_M_CullMode] ZWrite On ZTest LEqual - CGPROGRAM + HLSLPROGRAM #pragma target 3.0 - // Unity defined keywords - #pragma multi_compile_shadowcaster nolightmap nodynlightmap nodirlightmap novertexlight + //-------------------------------------- + // GPU Instancing #pragma multi_compile_instancing - #pragma multi_compile __ _ALPHATEST_ON _ALPHABLEND_ON + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - // Use unity standard shadow implementation. - // internal usage: - // keywords: _ALPHATEST_ON _ALPHABLEND_ON - // variables: _MainTex.a _Color.a _Cutoff - #pragma vertex vertShadowCaster - #pragma fragment fragShadowCaster + #pragma vertex ShadowPassVertex + #pragma fragment ShadowPassFragment - #include "UnityStandardShadow.cginc" - ENDCG + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + ENDHLSL } } Fallback "Unlit/Texture"