| Use this keyword to make the shader compatible with the Forward+ and Deferred+ rendering paths. For an implementation example, refer to Render additional lights in a shader. |
| Use this keyword to define areas in shader code that Unity should execute if per-pixel additional lights are enabled in a scene and URP asset. If a renderer uses the Forward+ rendering path, Unity ignores this keyword and uses the keyword instead. For an implementation example, refer to Render additional lights in a shader. |
| Use this macro to iterate over the additional lights. In the Forward+ rendering path, the macro requires the following struct to be in its scope, both the type and the variable name must match this signature: . For an implementation example, refer to Render additional lights in a shader. |
_DEPTH_AS_INPUT_ATTACHMENT
| Use this keyword to define areas in shader code that read depth using the FetchSceneDepth(float2 fragCoord)
input attachment method instead of sampling a depth texture. Unity enables this keyword when a render pass binds depth as a non-MSAA input attachment. For an implementation example, refer to Get the current depth buffer from GPU memory in URP. |
_DEPTH_AS_INPUT_ATTACHMENT_MSAA
| Use this keyword to define areas in shader code that read depth using the FetchSceneDepth(float2 fragCoord, int sampleIndex)
input attachment method when MSAA is enabled. Unity enables this keyword when a render pass binds depth as an MSAA input attachment. For an implementation example, refer to Get the current depth buffer from GPU memory in URP. |