225 lines
8.7 KiB
Plaintext
225 lines
8.7 KiB
Plaintext
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"
|
|
}
|