Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/Visualization/URP/URP_TerrainVisualizationLit...
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

101 lines
3.4 KiB
Plaintext

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"
}