TerrainLitAdd.shader 4.3 KB

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  1. Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
  2. {
  3. Properties
  4. {
  5. // Layer count is passed down to guide height-blend enable/disable, due
  6. // to the fact that heigh-based blend will be broken with multipass.
  7. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  8. // set by terrain engine
  9. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  10. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
  11. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
  12. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
  13. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
  14. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  15. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  16. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  17. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  18. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  19. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  20. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  21. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  22. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  23. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  24. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  25. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  26. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
  27. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
  28. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
  29. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
  30. // used in fallback on old cards & base map
  31. [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
  32. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  33. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  34. }
  35. HLSLINCLUDE
  36. #pragma multi_compile __ _ALPHATEST_ON
  37. ENDHLSL
  38. SubShader
  39. {
  40. Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
  41. Pass
  42. {
  43. Name "TerrainAddLit"
  44. Tags { "LightMode" = "UniversalForward" }
  45. Blend One One
  46. HLSLPROGRAM
  47. // Required to compile gles 2.0 with standard srp library
  48. #pragma prefer_hlslcc gles
  49. #pragma exclude_renderers d3d11_9x
  50. #pragma target 3.0
  51. #pragma vertex SplatmapVert
  52. #pragma fragment SplatmapFragment
  53. // -------------------------------------
  54. // Universal Pipeline keywords
  55. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  56. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  57. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  58. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  59. #pragma multi_compile _ _SHADOWS_SOFT
  60. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  61. // -------------------------------------
  62. // Unity defined keywords
  63. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  64. #pragma multi_compile _ LIGHTMAP_ON
  65. #pragma multi_compile_fog
  66. #pragma multi_compile_instancing
  67. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  68. #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
  69. #pragma shader_feature_local _NORMALMAP
  70. #pragma shader_feature_local _MASKMAP
  71. // Sample normal in pixel shader when doing instancing
  72. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  73. #define TERRAIN_SPLAT_ADDPASS
  74. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  75. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  76. ENDHLSL
  77. }
  78. }
  79. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  80. }