Shader "Builtin Forward Lit" { Properties { _BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)] _MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)] } SubShader { Pass { Name "ForwardLit" Tags { "LightMode" = "ForwardBase" } Resources { PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)] LightingConstants (ConstantBuffer, 1, 0) [Semantic(Lighting)] MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)] ShadowReceiverConstants (ConstantBuffer, 3, 0) [Semantic(ShadowReceiver)] BaseColorTexture (Texture2D, 4, 0) [Semantic(BaseColorTexture)] LinearClampSampler (Sampler, 5, 0) [Semantic(LinearClampSampler)] ShadowMapTexture (Texture2D, 6, 0) [Semantic(ShadowMapTexture)] ShadowMapSampler (Sampler, 7, 0) [Semantic(ShadowMapSampler)] } HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS #pragma backend D3D12 HLSL "forward-lit.vs.hlsl" "forward-lit.ps.hlsl" vs_5_0 ps_5_0 #pragma backend OpenGL GLSL "forward-lit.vert.glsl" "forward-lit.frag.glsl" #pragma backend Vulkan GLSL "forward-lit.vert.vk.glsl" "forward-lit.frag.vk.glsl" ENDHLSL } } }