Shader "FlatKit/Terrain" { Properties { [Space(10)] [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1 _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5 _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05 _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0 [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0 _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {} _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {} [Space(10)] [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0 _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6 _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05 _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0 [Space(10)] [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0 [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1 _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0 [Space(10)] [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0 [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0 _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5 _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5 [Space(10)] [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0 [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0 _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0 _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0 _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0 _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0 _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0 [Space(5)] // Used to provide light direction to cel shading if all light in the scene is baked. [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0 _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0 _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0 [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0) [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0 _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2 _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0 // Editmode props [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 [Space] [Space] // -------------------------------- // --- From `TerrainLit.shader` --- // -------------------------------- [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 [HideInInspector] _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 // Layer count is passed down to guide height-blend enable/disable, due // to the fact that heigh-based blend will be broken with multipass. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0 // set by terrain engine [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {} [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {} [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {} [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {} [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5 // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} [HideInInspector] [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0 /* start CurvedWorld */ //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) /* end CurvedWorld */ } HLSLINCLUDE #pragma multi_compile_fragment __ _ALPHATEST_ON ENDHLSL SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"} HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl" ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForwardOnly" } HLSLPROGRAM #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment_DSTRM #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 // ------------------------------------- // Flat Kit #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON #pragma shader_feature_local_fragment DR_GRADIENT_ON #pragma shader_feature_local_fragment DR_SPECULAR_ON #pragma shader_feature_local_fragment DR_RIM_ON #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR #pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR // ------------------------------------- // Universal Pipeline keywords #if VERSION_GREATER_EQUAL(11, 0) #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #else #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #endif #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #if VERSION_GREATER_EQUAL(12, 0) #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #endif #if UNITY_VERSION >= 202220 #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #if UNITY_VERSION >= 600000 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_instancing #if UNITY_VERSION >= 202230 #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #endif #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _MASKMAP // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL // Detail map. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap); #define FLATKIT_TERRAIN 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "LibraryUrp/StylizedInput.hlsl" #include "LibraryUrp/Lighting_DR.hlsl" #include "LibraryUrp/TerrainLitPasses_DR.hlsl" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ ENDHLSL } // Passes from `TerrainLit.shader`. Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma target 2.0 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ 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" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthNormalOnlyVertex #pragma fragment DepthNormalOnlyFragment #pragma shader_feature_local _NORMALMAP #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #if VERSION_GREATER_EQUAL(12, 0) #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl" #else #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" #endif /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define SCENESELECTIONPASS #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ 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 multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature EDITOR_VISUALIZATION #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" /* start CurvedWorld */ //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" /* end CurvedWorld */ ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" } Dependency "AddPassShader" = "Hidden/Flat Kit/Terrain/Lit (Add Pass)" Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)" Fallback "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "FlatKit.TerrainEditor" }