| 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"
 
- }
 
 
  |