TerrainLitAdd_DR.shader 6.7 KB

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  1. Shader "Hidden/Flat Kit/Terrain/Lit (Add Pass)"
  2. {
  3. Properties
  4. {
  5. // Layer count is passed down to guide height-blend enable/disable, due
  6. // to the fact that heigh-based blend will be broken with multipass.
  7. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  8. // set by terrain engine
  9. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  10. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
  11. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
  12. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
  13. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
  14. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  15. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  16. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  17. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  18. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  19. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  20. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  21. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  22. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  23. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  24. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  25. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  26. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
  27. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
  28. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
  29. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
  30. // used in fallback on old cards & base map
  31. [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
  32. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  33. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  34. /* start CurvedWorld */
  35. //[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
  36. /* end CurvedWorld */
  37. }
  38. HLSLINCLUDE
  39. #pragma multi_compile_fragment __ _ALPHATEST_ON
  40. ENDHLSL
  41. SubShader
  42. {
  43. Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
  44. HLSLINCLUDE
  45. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
  46. ENDHLSL
  47. Pass
  48. {
  49. Name "TerrainAddLit"
  50. Tags { "LightMode" = "UniversalForwardOnly" }
  51. Blend One One
  52. HLSLPROGRAM
  53. #pragma target 3.0
  54. #pragma vertex SplatmapVert
  55. #pragma fragment SplatmapFragment_DSTRM
  56. // -------------------------------------
  57. // Flat Kit
  58. #pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
  59. #pragma shader_feature_local DR_CEL_EXTRA_ON
  60. #pragma shader_feature_local DR_GRADIENT_ON
  61. #pragma shader_feature_local DR_SPECULAR_ON
  62. #pragma shader_feature_local DR_RIM_ON
  63. #pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
  64. // -------------------------------------
  65. // Universal Pipeline keywords
  66. #if UNITY_VERSION >= 202130
  67. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  68. #else
  69. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  70. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  71. #endif
  72. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  73. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  74. #pragma multi_compile _ SHADOWS_SHADOWMASK
  75. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  76. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  77. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  78. #if UNITY_VERSION >= 202130
  79. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  80. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  81. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  82. #endif
  83. #if UNITY_VERSION >= 202220
  84. #pragma multi_compile _ _FORWARD_PLUS
  85. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  86. #endif
  87. // -------------------------------------
  88. // Unity defined keywords
  89. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  90. #pragma multi_compile _ LIGHTMAP_ON
  91. #pragma multi_compile_fog
  92. #pragma multi_compile_instancing
  93. #if UNITY_VERSION >= 202230
  94. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  95. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  96. #endif
  97. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  98. #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
  99. #pragma shader_feature_local _NORMALMAP
  100. #pragma shader_feature_local_fragment _MASKMAP
  101. // Sample normal in pixel shader when doing instancing
  102. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  103. #define TERRAIN_SPLAT_ADDPASS
  104. #define FLATKIT_TERRAIN 1
  105. // Detail map.
  106. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  107. #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
  108. TEXTURE2D(_DetailMap);
  109. SAMPLER(sampler_DetailMap);
  110. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  111. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  112. #include "LibraryUrp/StylizedInput.hlsl"
  113. #include "LibraryUrp/Lighting_DR.hlsl"
  114. #include "LibraryUrp/TerrainLitPasses_DR.hlsl"
  115. /* start CurvedWorld */
  116. //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
  117. //#define CURVEDWORLD_BEND_ID_1
  118. //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
  119. //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
  120. //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
  121. /* end CurvedWorld */
  122. ENDHLSL
  123. }
  124. }
  125. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  126. }