Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Terrain/WavingGrass.shader
2024-05-06 11:45:45 -07:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass"
{
Properties
{
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
_Cutoff ("Cutoff", float) = 0.5
}
SubShader
{
Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True"
Cull Off
LOD 200
AlphaTest Greater [_Cutoff]
ColorMask RGB
Pass
{
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// 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 _ _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_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma vertex WavingGrassVert
#pragma fragment LitPassFragmentGrass
#define _ALPHATEST_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
Pass
{
Name "DepthNormalsOnly"
Tags{"LightMode" = "DepthNormalsOnly"}
ZWrite On
Cull Off
HLSLPROGRAM
#pragma target 2.0
#pragma vertex DepthNormalOnlyVertex
#pragma fragment DepthNormalOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl"
ENDHLSL
}
}
}