Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" { Properties { // Layer count is passed down to guide height-blend enable/disable, due // to the fact that heigh-based blend will be broken with multipass. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0 // set by terrain engine [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {} [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {} [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {} [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {} [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0 // used in fallback on old cards & base map [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} } HLSLINCLUDE #pragma multi_compile_fragment __ _ALPHATEST_ON ENDHLSL SubShader { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"} Pass { Name "TerrainAddLit" Tags { "LightMode" = "UniversalForward" } Blend One One HLSLPROGRAM #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _MASKMAP // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SPLAT_ADDPASS #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} Blend One One HLSLPROGRAM #pragma exclude_renderers gles #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _LIGHT_LAYERS // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED //#pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SPLAT_ADDPASS 1 #define TERRAIN_GBUFFER 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" }