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- #ifndef UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
- #define UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
- CBUFFER_START(UnityPerMaterial)
- float4 _MainTex_ST;
- half4 _BaseColor;
- half _Cutoff;
- CBUFFER_END
- #define _Surface 0.0 // Terrain is always opaque
- CBUFFER_START(_Terrain)
- half _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3;
- half _Metallic0, _Metallic1, _Metallic2, _Metallic3;
- half _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3;
- half4 _DiffuseRemapScale0, _DiffuseRemapScale1, _DiffuseRemapScale2, _DiffuseRemapScale3;
- half4 _MaskMapRemapOffset0, _MaskMapRemapOffset1, _MaskMapRemapOffset2, _MaskMapRemapOffset3;
- half4 _MaskMapRemapScale0, _MaskMapRemapScale1, _MaskMapRemapScale2, _MaskMapRemapScale3;
- float4 _Control_ST;
- float4 _Control_TexelSize;
- half _DiffuseHasAlpha0, _DiffuseHasAlpha1, _DiffuseHasAlpha2, _DiffuseHasAlpha3;
- half _LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3;
- half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
- half _HeightTransition;
- half _NumLayersCount;
- #ifdef UNITY_INSTANCING_ENABLED
- float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
- float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
- #endif
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
- CBUFFER_END
- TEXTURE2D(_Control); SAMPLER(sampler_Control);
- TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0);
- TEXTURE2D(_Splat1);
- TEXTURE2D(_Splat2);
- TEXTURE2D(_Splat3);
- #ifdef _NORMALMAP
- TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0);
- TEXTURE2D(_Normal1);
- TEXTURE2D(_Normal2);
- TEXTURE2D(_Normal3);
- #endif
- #ifdef _MASKMAP
- TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0);
- TEXTURE2D(_Mask1);
- TEXTURE2D(_Mask2);
- TEXTURE2D(_Mask3);
- #endif
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
- TEXTURE2D(_MetallicTex); SAMPLER(sampler_MetallicTex);
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
- #ifdef UNITY_INSTANCING_ENABLED
- TEXTURE2D(_TerrainHeightmapTexture);
- TEXTURE2D(_TerrainNormalmapTexture);
- SAMPLER(sampler_TerrainNormalmapTexture);
- #endif
- UNITY_INSTANCING_BUFFER_START(Terrain)
- UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
- UNITY_INSTANCING_BUFFER_END(Terrain)
- #ifdef _ALPHATEST_ON
- TEXTURE2D(_TerrainHolesTexture);
- SAMPLER(sampler_TerrainHolesTexture);
- void ClipHoles(float2 uv)
- {
- float hole = SAMPLE_TEXTURE2D(_TerrainHolesTexture, sampler_TerrainHolesTexture, uv).r;
- clip(hole == 0.0f ? -1 : 1);
- }
- #endif
- half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
- {
- half4 specGloss;
- specGloss = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, uv);
- specGloss.a = albedoAlpha;
- return specGloss;
- }
- inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
- {
- outSurfaceData = (SurfaceData)0;
- half4 albedoSmoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
- outSurfaceData.alpha = 1;
- half4 specGloss = SampleMetallicSpecGloss(uv, albedoSmoothness.a);
- outSurfaceData.albedo = albedoSmoothness.rgb;
- outSurfaceData.metallic = specGloss.r;
- outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
- outSurfaceData.smoothness = specGloss.a;
- outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0;
- }
- void TerrainInstancing(inout float4 positionOS, inout float3 normal, inout float2 uv)
- {
- #ifdef UNITY_INSTANCING_ENABLED
- float2 patchVertex = positionOS.xy;
- float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
- float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
- float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
- positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz;
- positionOS.y = height * _TerrainHeightmapScale.y;
- #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
- normal = float3(0, 1, 0);
- #else
- normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
- #endif
- uv = sampleCoords * _TerrainHeightmapRecipSize.zw;
- #endif
- }
- void TerrainInstancing(inout float4 positionOS, inout float3 normal)
- {
- float2 uv = { 0, 0 };
- TerrainInstancing(positionOS, normal, uv);
- }
- #endif
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