Terrain.shader 18 KB

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  1. Shader "FlatKit/Terrain"
  2. {
  3. Properties
  4. {
  5. [Space(10)]
  6. [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
  7. _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  8. _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  9. _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  10. _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
  11. _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
  12. _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
  13. [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
  14. _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
  15. _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
  16. [Space(10)]
  17. [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
  18. _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  19. _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
  20. _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
  21. _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
  22. [Space(10)]
  23. [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
  24. [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  25. _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
  26. _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
  27. [Space(10)]
  28. [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
  29. [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  30. _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
  31. _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
  32. _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
  33. [Space(10)]
  34. [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
  35. [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  36. _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
  37. _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
  38. _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
  39. _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
  40. _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
  41. _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
  42. [Space(5)]
  43. // Used to provide light direction to cel shading if all light in the scene is baked.
  44. [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0
  45. _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
  46. _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
  47. [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
  48. [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
  49. _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
  50. _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
  51. _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
  52. // Editmode props
  53. [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
  54. [Space]
  55. [Space]
  56. // --------------------------------
  57. // --- From `TerrainLit.shader` ---
  58. // --------------------------------
  59. [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
  60. [HideInInspector] _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
  61. // Layer count is passed down to guide height-blend enable/disable, due
  62. // to the fact that heigh-based blend will be broken with multipass.
  63. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  64. // set by terrain engine
  65. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  66. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
  67. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
  68. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
  69. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
  70. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  71. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  72. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  73. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  74. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  75. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  76. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  77. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  78. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  79. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  80. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  81. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  82. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
  83. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
  84. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
  85. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
  86. // used in fallback on old cards & base map
  87. [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
  88. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  89. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  90. [HideInInspector] [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
  91. /* start CurvedWorld */
  92. //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
  93. /* end CurvedWorld */
  94. }
  95. HLSLINCLUDE
  96. #pragma multi_compile_fragment __ _ALPHATEST_ON
  97. ENDHLSL
  98. SubShader
  99. {
  100. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
  101. HLSLINCLUDE
  102. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
  103. ENDHLSL
  104. Pass
  105. {
  106. Name "ForwardLit"
  107. Tags { "LightMode" = "UniversalForwardOnly" }
  108. HLSLPROGRAM
  109. #pragma target 3.0
  110. #pragma vertex SplatmapVert
  111. #pragma fragment SplatmapFragment_DSTRM
  112. #define _METALLICSPECGLOSSMAP 1
  113. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  114. // -------------------------------------
  115. // Flat Kit
  116. #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
  117. #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON
  118. #pragma shader_feature_local_fragment DR_GRADIENT_ON
  119. #pragma shader_feature_local_fragment DR_SPECULAR_ON
  120. #pragma shader_feature_local_fragment DR_RIM_ON
  121. #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR
  122. #pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
  123. // -------------------------------------
  124. // Universal Pipeline keywords
  125. #if VERSION_GREATER_EQUAL(11, 0)
  126. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  127. #else
  128. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  129. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  130. #endif
  131. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  132. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  133. #pragma multi_compile _ SHADOWS_SHADOWMASK
  134. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  135. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  136. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  137. #if VERSION_GREATER_EQUAL(12, 0)
  138. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  139. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  140. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  141. #endif
  142. #if UNITY_VERSION >= 202220
  143. #pragma multi_compile _ _FORWARD_PLUS
  144. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  145. #endif
  146. #if UNITY_VERSION >= 600000
  147. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  148. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  149. #endif
  150. // -------------------------------------
  151. // Unity defined keywords
  152. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  153. #pragma multi_compile _ LIGHTMAP_ON
  154. #pragma multi_compile_fog
  155. #pragma multi_compile_instancing
  156. #if UNITY_VERSION >= 202230
  157. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  158. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  159. #endif
  160. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  161. #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
  162. #pragma shader_feature_local _NORMALMAP
  163. #pragma shader_feature_local_fragment _MASKMAP
  164. // Sample normal in pixel shader when doing instancing
  165. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  166. // Detail map.
  167. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  168. #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
  169. TEXTURE2D(_DetailMap);
  170. SAMPLER(sampler_DetailMap);
  171. #define FLATKIT_TERRAIN 1
  172. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  173. #include "LibraryUrp/StylizedInput.hlsl"
  174. #include "LibraryUrp/Lighting_DR.hlsl"
  175. #include "LibraryUrp/TerrainLitPasses_DR.hlsl"
  176. /* start CurvedWorld */
  177. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  178. //#define CURVEDWORLD_BEND_ID_1
  179. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  180. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  181. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  182. /* end CurvedWorld */
  183. ENDHLSL
  184. }
  185. // Passes from `TerrainLit.shader`.
  186. Pass
  187. {
  188. Name "ShadowCaster"
  189. Tags{"LightMode" = "ShadowCaster"}
  190. ZWrite On
  191. ColorMask 0
  192. HLSLPROGRAM
  193. #pragma target 2.0
  194. #pragma vertex ShadowPassVertex
  195. #pragma fragment ShadowPassFragment
  196. #pragma multi_compile_instancing
  197. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  198. // -------------------------------------
  199. // Universal Pipeline keywords
  200. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  201. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  202. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  203. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  204. /* start CurvedWorld */
  205. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  206. //#define CURVEDWORLD_BEND_ID_1
  207. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  208. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  209. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  210. /* end CurvedWorld */
  211. ENDHLSL
  212. }
  213. Pass
  214. {
  215. Name "DepthOnly"
  216. Tags{"LightMode" = "DepthOnly"}
  217. ZWrite On
  218. ColorMask 0
  219. HLSLPROGRAM
  220. #pragma target 2.0
  221. #pragma vertex DepthOnlyVertex
  222. #pragma fragment DepthOnlyFragment
  223. #pragma multi_compile_instancing
  224. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  225. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  226. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  227. /* start CurvedWorld */
  228. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  229. //#define CURVEDWORLD_BEND_ID_1
  230. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  231. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  232. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  233. /* end CurvedWorld */
  234. ENDHLSL
  235. }
  236. // This pass is used when drawing to a _CameraNormalsTexture texture
  237. Pass
  238. {
  239. Name "DepthNormals"
  240. Tags{"LightMode" = "DepthNormals"}
  241. ZWrite On
  242. HLSLPROGRAM
  243. #pragma target 2.0
  244. #pragma vertex DepthNormalOnlyVertex
  245. #pragma fragment DepthNormalOnlyFragment
  246. #pragma shader_feature_local _NORMALMAP
  247. #pragma multi_compile_instancing
  248. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  249. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  250. #if VERSION_GREATER_EQUAL(12, 0)
  251. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
  252. #else
  253. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  254. #endif
  255. /* start CurvedWorld */
  256. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  257. //#define CURVEDWORLD_BEND_ID_1
  258. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  259. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  260. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  261. /* end CurvedWorld */
  262. ENDHLSL
  263. }
  264. Pass
  265. {
  266. Name "SceneSelectionPass"
  267. Tags { "LightMode" = "SceneSelectionPass" }
  268. HLSLPROGRAM
  269. #pragma target 2.0
  270. #pragma vertex DepthOnlyVertex
  271. #pragma fragment DepthOnlyFragment
  272. #pragma multi_compile_instancing
  273. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  274. #define SCENESELECTIONPASS
  275. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  276. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  277. /* start CurvedWorld */
  278. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  279. //#define CURVEDWORLD_BEND_ID_1
  280. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  281. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  282. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  283. /* end CurvedWorld */
  284. ENDHLSL
  285. }
  286. // This pass it not used during regular rendering, only for lightmap baking.
  287. Pass
  288. {
  289. Name "Meta"
  290. Tags{"LightMode" = "Meta"}
  291. Cull Off
  292. HLSLPROGRAM
  293. #pragma vertex TerrainVertexMeta
  294. #pragma fragment TerrainFragmentMeta
  295. #pragma multi_compile_instancing
  296. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  297. #pragma shader_feature EDITOR_VISUALIZATION
  298. #define _METALLICSPECGLOSSMAP 1
  299. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  300. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  301. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
  302. /* start CurvedWorld */
  303. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  304. //#define CURVEDWORLD_BEND_ID_1
  305. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  306. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  307. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  308. /* end CurvedWorld */
  309. ENDHLSL
  310. }
  311. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  312. }
  313. Dependency "AddPassShader" = "Hidden/Flat Kit/Terrain/Lit (Add Pass)"
  314. Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
  315. Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
  316. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  317. CustomEditor "FlatKit.TerrainEditor"
  318. }