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143 lines
6.6 KiB
143 lines
6.6 KiB
Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" |
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{ |
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Properties |
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{ |
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// Layer count is passed down to guide height-blend enable/disable, due |
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// to the fact that heigh-based blend will be broken with multipass. |
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[HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0 |
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// set by terrain engine |
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[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} |
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[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {} |
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[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {} |
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[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {} |
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[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {} |
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[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} |
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[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} |
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[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} |
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[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} |
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[HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 |
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[HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 |
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[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 |
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[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 |
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[HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {} |
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[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {} |
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[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {} |
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[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {} |
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[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0 |
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// used in fallback on old cards & base map |
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[HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {} |
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[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) |
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[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} |
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} |
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HLSLINCLUDE |
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#pragma multi_compile_fragment __ _ALPHATEST_ON |
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ENDHLSL |
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SubShader |
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{ |
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Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"} |
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Pass |
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{ |
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Name "TerrainAddLit" |
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Tags { "LightMode" = "UniversalForward" } |
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Blend One One |
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HLSLPROGRAM |
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#pragma target 3.0 |
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#pragma vertex SplatmapVert |
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#pragma fragment SplatmapFragment |
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// ------------------------------------- |
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// Universal Pipeline keywords |
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS |
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING |
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#pragma multi_compile_fragment _ _SHADOWS_SOFT |
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING |
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#pragma multi_compile _ SHADOWS_SHADOWMASK |
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION |
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#pragma multi_compile_fragment _ _LIGHT_LAYERS |
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#pragma multi_compile_fragment _ _LIGHT_COOKIES |
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#pragma multi_compile _ _CLUSTERED_RENDERING |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma multi_compile _ LIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma multi_compile_instancing |
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap |
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#pragma multi_compile_fragment _ DEBUG_DISPLAY |
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#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT |
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#pragma shader_feature_local _NORMALMAP |
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#pragma shader_feature_local_fragment _MASKMAP |
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// Sample normal in pixel shader when doing instancing |
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#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL |
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#define TERRAIN_SPLAT_ADDPASS |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "GBuffer" |
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Tags{"LightMode" = "UniversalGBuffer"} |
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Blend One One |
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HLSLPROGRAM |
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#pragma exclude_renderers gles |
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#pragma target 3.0 |
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#pragma vertex SplatmapVert |
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#pragma fragment SplatmapFragment |
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// ------------------------------------- |
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// Universal Pipeline keywords |
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN |
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS |
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING |
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#pragma multi_compile_fragment _ _SHADOWS_SOFT |
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE |
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#pragma multi_compile_fragment _ _LIGHT_LAYERS |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma multi_compile _ LIGHTMAP_ON |
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT |
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED |
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//#pragma multi_compile_fog |
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#pragma multi_compile_instancing |
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap |
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#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT |
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#pragma shader_feature_local _NORMALMAP |
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#pragma shader_feature_local _MASKMAP |
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// Sample normal in pixel shader when doing instancing |
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#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL |
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#define TERRAIN_SPLAT_ADDPASS 1 |
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#define TERRAIN_GBUFFER 1 |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" |
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ENDHLSL |
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} |
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} |
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Fallback "Hidden/Universal Render Pipeline/FallbackError" |
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}
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