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