| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393 | 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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