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- Shader "Universal Render Pipeline/Terrain/Lit"
- {
- Properties
- {
- [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
- _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" {}
- [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
- }
- HLSLINCLUDE
- #pragma multi_compile_fragment __ _ALPHATEST_ON
- ENDHLSL
- SubShader
- {
- Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
- Pass
- {
- Name "ForwardLit"
- Tags { "LightMode" = "UniversalForward" }
- HLSLPROGRAM
- #pragma target 3.0
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _CLUSTERED_RENDERING
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
- #pragma multi_compile_instancing
- #pragma instancing_options norenderinglayer 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
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- 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"
- ENDHLSL
- }
- Pass
- {
- Name "GBuffer"
- Tags{"LightMode" = "UniversalGBuffer"}
- HLSLPROGRAM
- #pragma exclude_renderers gles
- #pragma target 3.0
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- //#pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
- #pragma shader_feature_local _NORMALMAP
- #pragma shader_feature_local _MASKMAP
- // Sample normal in pixel shader when doing instancing
- #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
- #define TERRAIN_GBUFFER 1
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
- 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"
- 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"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
- 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"
- 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"
- ENDHLSL
- }
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- }
- Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
- Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
- Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
- CustomEditor "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"
- Fallback "Hidden/Universal Render Pipeline/FallbackError"
- }
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