Shader "Hidden/Flat Kit/Terrain/Lit (Add Pass)" { Properties { // 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) = "white" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {} [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][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] _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] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0 // used in fallback on old cards & base map [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} /* 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-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"} HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl" ENDHLSL Pass { Name "TerrainAddLit" Tags { "LightMode" = "UniversalForwardOnly" } Blend One One HLSLPROGRAM #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment_DSTRM // ------------------------------------- // Flat Kit #pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE #pragma shader_feature_local DR_CEL_EXTRA_ON #pragma shader_feature_local DR_GRADIENT_ON #pragma shader_feature_local DR_SPECULAR_ON #pragma shader_feature_local DR_RIM_ON #pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR // ------------------------------------- // Universal Pipeline keywords #if UNITY_VERSION >= 202130 #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 UNITY_VERSION >= 202130 #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 // ------------------------------------- // 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 #define TERRAIN_SPLAT_ADDPASS #define FLATKIT_TERRAIN 1 // 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); #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.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 } } Fallback "Hidden/Universal Render Pipeline/FallbackError" }