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- Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" { }
- }
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Unlit" "IgnoreProjector" = "True"}
- LOD 100
-
- ZWrite On
-
- // Lightmapped
- Pass
- {
- Name "TerrainDetailVertex"
- HLSLPROGRAM
- #pragma target 2.0
-
- // -------------------------------------
- // 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 _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _FORWARD_PLUS
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
- #pragma multi_compile_fog
- #pragma multi_compile _ DEBUG_DISPLAY
-
- #pragma vertex TerrainLitVertex
- #pragma fragment TerrainLitForwardFragment
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl"
- ENDHLSL
- }
-
- // GBuffer
- Pass
- {
- Name "TerrainDetailVertex - GBuffer"
- Tags{"LightMode" = "UniversalGBuffer"}
-
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex Vert
- #pragma fragment Frag
-
- // -------------------------------------
- // 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 _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
-
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- float4 _MainTex_ST;
-
- struct Attributes
- {
- float4 PositionOS : POSITION;
- float2 UV0 : TEXCOORD0;
- float2 UV1 : TEXCOORD1;
- half3 NormalOS : NORMAL;
- half4 Color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct Varyings
- {
- float2 UV01 : TEXCOORD0; // UV0
- DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
- half4 Color : TEXCOORD2; // Vertex Color
- half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor
- float4 ShadowCoords : TEXCOORD4; // Shadow UVs
- half3 NormalWS : TEXCOORD5; // World Space Normal
- float3 PositionWS : TEXCOORD6;
- float4 PositionCS : SV_POSITION; // Clip Position
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- Varyings Vert(Attributes input)
- {
- Varyings output = (Varyings)0;
-
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- // Vertex attributes
- output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex);
- OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz);
- output.Color = input.Color;
- output.PositionCS = vertexInput.positionCS;
-
- // Shadow Coords
- output.ShadowCoords = GetShadowCoord(vertexInput);
-
- // Vertex Lighting
- output.NormalWS = TransformObjectToWorldNormal(input.NormalOS).xyz;
-
- OUTPUT_SH4(vertexInput.positionWS, output.NormalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, NOT_USED);
-
- Light mainLight = GetMainLight();
- half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation;
- half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, output.NormalWS);
- #ifdef _ADDITIONAL_LIGHTS
- int pixelLightCount = GetAdditionalLightsCount();
- for (int i = 0; i < pixelLightCount; ++i)
- {
- Light light = GetAdditionalLight(i, vertexInput.positionWS);
- half3 attenuatedLightColor = light.color * light.distanceAttenuation;
- diffuseColor += LightingLambert(attenuatedLightColor, light.direction, output.NormalWS);
- }
- #endif
- output.LightingFog.xyz = diffuseColor;
-
- // Fog factor
- output.LightingFog.w = ComputeFogFactor(output.PositionCS.z);
-
- output.PositionWS = vertexInput.positionWS;
-
- return output;
- }
-
- FragmentOutput Frag(Varyings input)
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- half3 bakedGI = SAMPLE_GI(input.vertexSH,
- GetAbsolutePositionWS(input.PositionWS),
- input.NormalWS.xyz,
- GetWorldSpaceNormalizeViewDir(input.PositionWS),
- input.PositionCS.xy,
- NOT_USED,
- NOT_USED);
- #else
- half3 bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS);
- #endif
-
- half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI;
-
- half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01);
- half4 color = 1.0;
- color.rgb = input.Color.rgb * tex.rgb * lighting;
-
- SurfaceData surfaceData = (SurfaceData)0;
- surfaceData.alpha = 1.0;
- surfaceData.occlusion = 1.0;
-
- InputData inputData = (InputData)0;
- inputData.normalWS = input.NormalWS;
- inputData.positionCS = input.PositionCS;
-
- return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid);
- }
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
-
- ZWrite On
- ColorMask R
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
-
- ZWrite On
-
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #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 "Meta"
- Tags{ "LightMode" = "Meta" }
-
- Cull Off
-
- HLSLPROGRAM
- #pragma vertex UniversalVertexMeta
- #pragma fragment UniversalFragmentMetaSimple
-
- #pragma shader_feature_local_fragment _SPECGLOSSMAP
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
- ENDHLSL
- }
- }
-
- //Fallback "VertexLit"
- }
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