TerrainLit.shader 7.3 KB

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  1. Shader "Universal Render Pipeline/Terrain/Lit"
  2. {
  3. Properties
  4. {
  5. [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
  6. _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
  7. // Layer count is passed down to guide height-blend enable/disable, due
  8. // to the fact that heigh-based blend will be broken with multipass.
  9. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  10. // set by terrain engine
  11. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  12. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
  13. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
  14. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
  15. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
  16. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  17. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  18. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  19. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  20. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  21. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  22. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  23. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  24. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  25. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  26. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  27. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  28. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
  29. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
  30. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
  31. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
  32. // used in fallback on old cards & base map
  33. [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
  34. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  35. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  36. [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
  37. }
  38. HLSLINCLUDE
  39. #pragma multi_compile __ _ALPHATEST_ON
  40. ENDHLSL
  41. SubShader
  42. {
  43. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "False"}
  44. Pass
  45. {
  46. Name "ForwardLit"
  47. Tags { "LightMode" = "UniversalForward" }
  48. HLSLPROGRAM
  49. // Required to compile gles 2.0 with standard srp library
  50. #pragma prefer_hlslcc gles
  51. #pragma exclude_renderers d3d11_9x
  52. #pragma target 3.0
  53. #pragma vertex SplatmapVert
  54. #pragma fragment SplatmapFragment
  55. #define _METALLICSPECGLOSSMAP 1
  56. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  57. // -------------------------------------
  58. // Universal Pipeline keywords
  59. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  60. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  61. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  62. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  63. #pragma multi_compile _ _SHADOWS_SOFT
  64. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  65. // -------------------------------------
  66. // Unity defined keywords
  67. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  68. #pragma multi_compile _ LIGHTMAP_ON
  69. #pragma multi_compile_fog
  70. #pragma multi_compile_instancing
  71. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  72. #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
  73. #pragma shader_feature_local _NORMALMAP
  74. #pragma shader_feature_local _MASKMAP
  75. // Sample normal in pixel shader when doing instancing
  76. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  77. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  78. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  79. ENDHLSL
  80. }
  81. Pass
  82. {
  83. Name "ShadowCaster"
  84. Tags{"LightMode" = "ShadowCaster"}
  85. ZWrite On
  86. HLSLPROGRAM
  87. // Required to compile gles 2.0 with standard srp library
  88. #pragma prefer_hlslcc gles
  89. #pragma exclude_renderers d3d11_9x
  90. #pragma target 2.0
  91. #pragma vertex ShadowPassVertex
  92. #pragma fragment ShadowPassFragment
  93. #pragma multi_compile_instancing
  94. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  95. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  96. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  97. ENDHLSL
  98. }
  99. Pass
  100. {
  101. Name "DepthOnly"
  102. Tags{"LightMode" = "DepthOnly"}
  103. ZWrite On
  104. ColorMask 0
  105. HLSLPROGRAM
  106. // Required to compile gles 2.0 with standard srp library
  107. #pragma prefer_hlslcc gles
  108. #pragma exclude_renderers d3d11_9x
  109. #pragma target 2.0
  110. #pragma vertex DepthOnlyVertex
  111. #pragma fragment DepthOnlyFragment
  112. #pragma multi_compile_instancing
  113. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  114. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  115. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  116. ENDHLSL
  117. }
  118. Pass
  119. {
  120. Name "SceneSelectionPass"
  121. Tags { "LightMode" = "SceneSelectionPass" }
  122. HLSLPROGRAM
  123. // Required to compile gles 2.0 with standard srp library
  124. #pragma prefer_hlslcc gles
  125. #pragma exclude_renderers d3d11_9x
  126. #pragma target 2.0
  127. #pragma vertex DepthOnlyVertex
  128. #pragma fragment DepthOnlyFragment
  129. #pragma multi_compile_instancing
  130. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  131. #define SCENESELECTIONPASS
  132. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  133. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  134. ENDHLSL
  135. }
  136. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  137. }
  138. Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
  139. Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
  140. Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
  141. CustomEditor "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"
  142. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  143. }