b486678290
Library -Artifacts
225 lines
8.7 KiB
Plaintext
225 lines
8.7 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
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{
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Properties
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{
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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_MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
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_MetallicTex ("Metallic (R)", 2D) = "black" {}
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[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
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}
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HLSLINCLUDE
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#pragma multi_compile_fragment __ _ALPHATEST_ON
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ENDHLSL
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SubShader
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{
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Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
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LOD 200
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// ------------------------------------------------------------------
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// Forward pass. Shades all light in a single pass. GI + emission + Fog
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Pass
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{
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Name "ForwardLit"
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// Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Pipeline
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Tags{"LightMode" = "UniversalForward"}
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex SplatmapVert
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#pragma fragment SplatmapFragment
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#pragma shader_feature_local _NORMALMAP
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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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#define TERRAIN_SPLAT_BASEPASS 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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// ------------------------------------------------------------------
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// GBuffer pass. Does GI + emission. All additional lights are done deferred as well as fog
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Pass
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{
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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HLSLPROGRAM
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#pragma exclude_renderers gles
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#pragma multi_compile_instancing
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma vertex SplatmapVert
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#pragma fragment SplatmapFragment
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#pragma shader_feature_local _NORMALMAP
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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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#define TERRAIN_SPLAT_BASEPASS 1
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#define TERRAIN_GBUFFER 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthNormalOnlyVertex
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#pragma fragment DepthNormalOnlyFragment
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma shader_feature_local _NORMALMAP
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma vertex TerrainVertexMeta
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#pragma fragment TerrainFragmentMeta
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.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 "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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//CustomEditor "LitShaderGUI"
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}
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