Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/Visualization/HDRP/HDRP_TerrainVisualization.h...

184 lines
7.4 KiB
Plaintext
Raw Normal View History

2023-03-28 13:24:16 -04:00
Shader "Hidden/HDRP_TerrainVisualization"
{
Properties
{
[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
// Stencil state
// Forward
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting
// GBuffer
[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting
// Depth prepass
[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR
// Blending state
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0
//Heatmap Data
[HideInInspector][PerRenderData] _HeatHeightmap("Heat Height map", 2D) = "grey" {}
[HideInInspector] _HeatmapGradient("Heat Map Gradient", 2D) = "grey" {}
[HideInInspector] _HeatmapData("Heatmap Data", Vector) = (0,0,0,0) // (Gradient Max, Gradient Min, Sea Level, 0)
//Splatmap Data
[HideInInspector][PerRenderData] _SplatmapTex("Splatmap Texture", 2D) = "grey" {}
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// 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.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
// 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.
[HideInInspector] _MainTex("Albedo", 2D) = "white" {}
[HideInInspector] _Color("Color", Color) = (1,1,1,1)
[HideInInspector] [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// Terrain builtin keywords
#pragma shader_feature_local _TERRAIN_8_LAYERS
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _MASKMAP
#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
// Sample normal in pixel shader when doing instancing
#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
#pragma shader_feature_local _DISABLE_DECALS
// Visualization keywords
#pragma multi_compile _ _HEATMAP
#pragma multi_compile LOCAL_SPACE WORLD_SPACE //Local space or world space heatmap
#pragma multi_compile _ _SPLATMAP_PREVIEW
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap_Includes.hlsl"
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags
{
"RenderPipeline" = "HDRenderPipeline"
"RenderType" = "Opaque"
"SplatCount" = "8"
"MaskMapR" = "Metallic"
"MaskMapG" = "AO"
"MaskMapB" = "Height"
"MaskMapA" = "Smoothness"
"DiffuseA" = "Smoothness (becomes Density when Mask map is assigned)" // when MaskMap is disabled
"DiffuseA_MaskMapUsed" = "Density" // when MaskMap is enabled
}
// 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.
Pass
{
Name "GBuffer"
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull[_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{
WriteMask[_StencilWriteMaskGBuffer]
Ref[_StencilRefGBuffer]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile _ LIGHT_LAYERS
#define SHADERPASS SHADERPASS_GBUFFER
#include "Packages/com.unity.terrain-tools/Shaders/Visualization/HDRP/HDRP_TerrainVisualizationTemplate.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap.hlsl"
ENDHLSL
}
UsePass "HDRP/TerrainLit/META"
UsePass "HDRP/TerrainLit/ShadowCaster"
UsePass "HDRP/TerrainLit/DepthOnly"
Pass
{
Name "Forward"
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
// In case of forward we want to have depth equal for opaque mesh
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
// Setup DECALS_OFF so the shader stripper can remove variants
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
// Supported shadow modes per light type
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.terrain-tools/Shaders/Visualization/HDRP/HDRP_TerrainVisualizationTemplate.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap.hlsl"
ENDHLSL
}
UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
}
CustomEditor "UnityEditor.Experimental.Rendering.HDPipeline.TerrainLitGUI"
Fallback "Hidden/InternalErrorShader"
}