| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148 | 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"}
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