b486678290
Library -Artifacts
184 lines
7.4 KiB
Plaintext
184 lines
7.4 KiB
Plaintext
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"
|
|
}
|