Shader "Hidden/Universal_TerrainVisualization" { Properties { //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" {} // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {} [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) // TODO: Implement ShaderGUI for the shader and display the checkbox only when instancing is enabled. [Toggle(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)] _TERRAIN_INSTANCED_PERPIXEL_NORMAL("Enable Instanced Per-pixel Normal", Float) = 0 } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "False"} Pass { Name "ForwardLit" Tags { "LightMode" = "LightweightForward" "Renderer" = "LightWeight"} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 // ------------------------------------- // Visualization keywords #pragma multi_compile _ _HEATMAP #pragma multi_compile LOCAL_SPACE WORLD_SPACE //Local space or world space heatmap #pragma multi_compile _ _SPLATMAP_PREVIEW // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON //#pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "Packages/com.unity.terrain-tools/Shaders/Visualization/URP/URP_TerrainVisualizationInput.hlsl" #include "Packages/com.unity.terrain-tools/Shaders/Visualization/URP/URP_TerrainVisualizationLitPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly" "Renderer" = "LightWeight"} ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "Packages/com.unity.terrain-tools/Shaders/Visualization/URP/URP_TerrainVisualizationInput.hlsl" #include "Packages/com.unity.terrain-tools/Shaders/Visualization/URP/URP_TerrainVisualizationLitPass.hlsl" ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } Fallback "Hidden/InternalErrorShader" }