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- 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"
- }
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