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- Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
- {
- 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
- [HideInInspector] _Control("AlphaMap", 2D) = "" {}
- [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
- [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
- [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
- [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
- [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)) = 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
- [HideInInspector] _DstBlend("DstBlend", Float) = 0.0
- }
- Subshader
- {
- HLSLINCLUDE
- #pragma target 3.0
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- #define _TERRAIN_BASEMAP_GEN
- #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
- #pragma shader_feature_local _MASKMAP
- #include "TerrainLitInput.hlsl"
- #include "TerrainLitPasses.hlsl"
- ENDHLSL
- Pass
- {
- Tags
- {
- "Name" = "_MainTex"
- "Format" = "ARGB32"
- "Size" = "1"
- }
- ZTest Always Cull Off ZWrite Off
- Blend One [_DstBlend]
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- Varyings Vert(Attributes IN)
- {
- Varyings output = (Varyings) 0;
- output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
- // NOTE : This is basically coming from the vertex shader in TerrainLitPasses
- // There are other plenty of other values that the original version computes, but for this
- // pass, we are only interested in a few, so I'm just skipping the rest.
- output.uvMainAndLM.xy = IN.texcoord;
- output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
- output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
- output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
- output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
- return output;
- }
- half4 Frag(Varyings IN) : SV_Target
- {
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- half4 splatControl;
- half weight;
- half4 mixedDiffuse = 0.0h;
- half4 defaultSmoothness = 0.0h;
- half4 masks[4];
- float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
- splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
- masks[0] = 1.0h;
- masks[1] = 1.0h;
- masks[2] = 1.0h;
- masks[3] = 1.0h;
- #ifdef _MASKMAP
- masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
- masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
- masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
- masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
- #ifdef _TERRAIN_BLEND_HEIGHT
- HeightBasedSplatModify(splatControl, masks);
- #endif
- #endif
- SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
- half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
- half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
- maskSmoothness *= half4(_MaskMapRemapScale0.a, _MaskMapRemapScale1.a, _MaskMapRemapScale2.a, _MaskMapRemapScale3.a);
- maskSmoothness += half4(_MaskMapRemapOffset0.a, _MaskMapRemapOffset1.a, _MaskMapRemapOffset2.a, _MaskMapRemapOffset3.a);
- defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
- half smoothness = dot(splatControl, defaultSmoothness);
- return half4(mixedDiffuse.rgb, smoothness);
- }
- ENDHLSL
- }
- Pass
- {
- Tags
- {
- "Name" = "_MetallicTex"
- "Format" = "R8"
- "Size" = "1/4"
- "EmptyColor" = "FF000000"
- }
- ZTest Always Cull Off ZWrite Off
- Blend One [_DstBlend]
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- Varyings Vert(Attributes IN)
- {
- Varyings output = (Varyings)0;
- output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
- // This is just like the other in that it is from TerrainLitPasses
- output.uvMainAndLM.xy = IN.texcoord;
- output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
- output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
- output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
- output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
- return output;
- }
- half4 Frag(Varyings IN) : SV_Target
- {
- half3 normalTS = half3(0.0h, 0.0h, 1.0h);
- half4 splatControl;
- half weight;
- half4 mixedDiffuse;
- half4 defaultSmoothness;
- half4 masks[4];
- float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
- splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
- masks[0] = 1.0h;
- masks[1] = 1.0h;
- masks[2] = 1.0h;
- masks[3] = 1.0h;
- #ifdef _MASKMAP
- masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
- masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
- masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
- masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
- #ifdef _TERRAIN_BLEND_HEIGHT
- HeightBasedSplatModify(splatControl, masks);
- #endif
- #endif
- SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
- half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
- half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
- half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
- maskMetallic *= half4(_MaskMapRemapScale0.r, _MaskMapRemapScale1.r, _MaskMapRemapScale3.r, _MaskMapRemapScale3.r);
- maskMetallic += half4(_MaskMapRemapOffset0.r, _MaskMapRemapOffset1.r, _MaskMapRemapOffset2.r, _MaskMapRemapOffset3.r);
- defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
- half metallic = dot(splatControl, defaultMetallic);
- return metallic;
- }
- ENDHLSL
- }
- }
- }
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