| 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"
 
- }
 
 
  |