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