279 lines
12 KiB
Plaintext
279 lines
12 KiB
Plaintext
Shader "Universal Render Pipeline/Terrain/Lit"
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{
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Properties
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{
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[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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// Layer count is passed down to guide height-blend enable/disable, due
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// to the fact that heigh-based blend will be broken with multipass.
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[HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
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// set by terrain engine
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[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
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[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
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[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
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[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
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[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
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[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
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[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
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[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
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[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
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[HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
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[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
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[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
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[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
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[HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
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[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
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// used in fallback on old cards & base map
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[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
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[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
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[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
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[ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
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}
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HLSLINCLUDE
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#pragma multi_compile_fragment __ _ALPHATEST_ON
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ENDHLSL
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SubShader
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{
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Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex SplatmapVert
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#pragma fragment SplatmapFragment
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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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 _ _REFLECTION_PROBE_BLENDING
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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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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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 _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile_instancing
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _MASKMAP
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// Sample normal in pixel shader when doing instancing
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#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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HLSLPROGRAM
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#pragma exclude_renderers gles
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#pragma target 3.0
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#pragma vertex SplatmapVert
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#pragma fragment SplatmapFragment
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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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 _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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// -------------------------------------
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// Unity defined keywords
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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 _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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//#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _MASKMAP
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// Sample normal in pixel shader when doing instancing
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#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
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#define TERRAIN_GBUFFER 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.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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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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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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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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#pragma shader_feature_local _NORMALMAP
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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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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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#define SCENESELECTIONPASS
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma vertex TerrainVertexMeta
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#pragma fragment TerrainFragmentMeta
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma shader_feature EDITOR_VISUALIZATION
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
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ENDHLSL
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}
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UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
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}
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Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
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Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
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Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
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CustomEditor "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"
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Fallback "Hidden/Universal Render Pipeline/FallbackError"
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}
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