TerrainLitBase.shader 5.5 KB

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  1. Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
  2. {
  3. Properties
  4. {
  5. _BaseColor("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
  7. _MetallicTex ("Metallic (R)", 2D) = "black" {}
  8. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  9. }
  10. HLSLINCLUDE
  11. #pragma multi_compile __ _ALPHATEST_ON
  12. ENDHLSL
  13. SubShader
  14. {
  15. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
  16. LOD 200
  17. // ------------------------------------------------------------------
  18. // Forward pass. Shades all light in a single pass. GI + emission + Fog
  19. Pass
  20. {
  21. Name "ForwardLit"
  22. // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
  23. // no LightMode tag are also rendered by Universal Pipeline
  24. Tags{"LightMode" = "UniversalForward"}
  25. HLSLPROGRAM
  26. // Required to compile gles 2.0 with standard SRP library
  27. // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
  28. #pragma prefer_hlslcc gles
  29. #pragma exclude_renderers d3d11_9x
  30. #pragma target 2.0
  31. // -------------------------------------
  32. // Material Keywords
  33. #define _METALLICSPECGLOSSMAP 1
  34. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  35. // -------------------------------------
  36. // Universal Pipeline keywords
  37. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  38. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  39. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  40. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  41. #pragma multi_compile _ _SHADOWS_SOFT
  42. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  43. // -------------------------------------
  44. // Unity defined keywords
  45. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  46. #pragma multi_compile _ LIGHTMAP_ON
  47. #pragma multi_compile_fog
  48. #pragma multi_compile_instancing
  49. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  50. #pragma vertex SplatmapVert
  51. #pragma fragment SplatmapFragment
  52. #pragma shader_feature_local _NORMALMAP
  53. // Sample normal in pixel shader when doing instancing
  54. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  55. #define TERRAIN_SPLAT_BASEPASS 1
  56. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  57. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  58. ENDHLSL
  59. }
  60. Pass
  61. {
  62. Name "ShadowCaster"
  63. Tags{"LightMode" = "ShadowCaster"}
  64. ZWrite On
  65. HLSLPROGRAM
  66. // Required to compile gles 2.0 with standard srp library
  67. #pragma prefer_hlslcc gles
  68. #pragma exclude_renderers d3d11_9x
  69. #pragma target 2.0
  70. #pragma multi_compile_instancing
  71. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  72. #pragma vertex ShadowPassVertex
  73. #pragma fragment ShadowPassFragment
  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. Pass
  79. {
  80. Name "DepthOnly"
  81. Tags{"LightMode" = "DepthOnly"}
  82. ZWrite On
  83. ColorMask 0
  84. HLSLPROGRAM
  85. // Required to compile gles 2.0 with standard srp library
  86. #pragma prefer_hlslcc gles
  87. #pragma exclude_renderers d3d11_9x
  88. #pragma target 2.0
  89. #pragma vertex DepthOnlyVertex
  90. #pragma fragment DepthOnlyFragment
  91. #pragma multi_compile_instancing
  92. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  93. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  94. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  95. ENDHLSL
  96. }
  97. // This pass it not used during regular rendering, only for lightmap baking.
  98. Pass
  99. {
  100. Name "Meta"
  101. Tags{"LightMode" = "Meta"}
  102. Cull Off
  103. HLSLPROGRAM
  104. // Required to compile gles 2.0 with standard srp library
  105. #pragma prefer_hlslcc gles
  106. #pragma exclude_renderers d3d11_9x
  107. #pragma vertex TerrainVertexMeta
  108. #pragma fragment TerrainFragmentMeta
  109. #define _METALLICSPECGLOSSMAP 1
  110. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  111. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  112. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
  113. ENDHLSL
  114. }
  115. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  116. UsePass "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
  117. }
  118. FallBack "Hidden/Universal Render Pipeline/FallbackError"
  119. //CustomEditor "LitShaderGUI"
  120. }