184 lines
7.4 KiB
Plaintext
184 lines
7.4 KiB
Plaintext
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Shader "Hidden/HDRP_TerrainVisualization"
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{
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Properties
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{
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[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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// Stencil state
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// Forward
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
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// GBuffer
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[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting
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[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting
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// Depth prepass
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[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
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[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR
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// Blending state
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
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[ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0
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//Heatmap Data
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[HideInInspector][PerRenderData] _HeatHeightmap("Heat Height map", 2D) = "grey" {}
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[HideInInspector] _HeatmapGradient("Heat Map Gradient", 2D) = "grey" {}
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[HideInInspector] _HeatmapData("Heatmap Data", Vector) = (0,0,0,0) // (Gradient Max, Gradient Min, Sea Level, 0)
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//Splatmap Data
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[HideInInspector][PerRenderData] _SplatmapTex("Splatmap Texture", 2D) = "grey" {}
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the behavior for GI
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[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
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// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
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[HideInInspector] _MainTex("Albedo", 2D) = "white" {}
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[HideInInspector] _Color("Color", Color) = (1,1,1,1)
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[HideInInspector] [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
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[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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// Terrain builtin keywords
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#pragma shader_feature_local _TERRAIN_8_LAYERS
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _MASKMAP
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#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
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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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#pragma shader_feature_local _DISABLE_DECALS
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// Visualization keywords
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#pragma multi_compile _ _HEATMAP
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#pragma multi_compile LOCAL_SPACE WORLD_SPACE //Local space or world space heatmap
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#pragma multi_compile _ _SPLATMAP_PREVIEW
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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// All our shaders use same name for entry point
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap_Includes.hlsl"
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ENDHLSL
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SubShader
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{
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// This tags allow to use the shader replacement features
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Tags
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{
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"RenderPipeline" = "HDRenderPipeline"
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"RenderType" = "Opaque"
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"SplatCount" = "8"
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"MaskMapR" = "Metallic"
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"MaskMapG" = "AO"
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"MaskMapB" = "Height"
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"MaskMapA" = "Smoothness"
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"DiffuseA" = "Smoothness (becomes Density when Mask map is assigned)" // when MaskMap is disabled
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"DiffuseA_MaskMapUsed" = "Density" // when MaskMap is enabled
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}
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// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
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Pass
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{
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Name "GBuffer"
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Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
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Cull[_CullMode]
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ZTest[_ZTestGBuffer]
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Stencil
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{
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WriteMask[_StencilWriteMaskGBuffer]
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Ref[_StencilRefGBuffer]
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile _ LIGHT_LAYERS
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#define SHADERPASS SHADERPASS_GBUFFER
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#include "Packages/com.unity.terrain-tools/Shaders/Visualization/HDRP/HDRP_TerrainVisualizationTemplate.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap.hlsl"
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ENDHLSL
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}
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UsePass "HDRP/TerrainLit/META"
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UsePass "HDRP/TerrainLit/ShadowCaster"
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UsePass "HDRP/TerrainLit/DepthOnly"
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Pass
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{
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Name "Forward"
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Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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// In case of forward we want to have depth equal for opaque mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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// Supported shadow modes per light type
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.terrain-tools/Shaders/Visualization/HDRP/HDRP_TerrainVisualizationTemplate.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap.hlsl"
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ENDHLSL
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}
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UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
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UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
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}
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CustomEditor "UnityEditor.Experimental.Rendering.HDPipeline.TerrainLitGUI"
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Fallback "Hidden/InternalErrorShader"
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}
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