Nessuna descrizione
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

TerrainLit.shader 13KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289
  1. Shader "Universal Render Pipeline/Terrain/Lit"
  2. {
  3. Properties
  4. {
  5. [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
  6. _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
  7. // Layer count is passed down to guide height-blend enable/disable, due
  8. // to the fact that heigh-based blend will be broken with multipass.
  9. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  10. // set by terrain engine
  11. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  12. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
  13. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
  14. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
  15. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
  16. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  17. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  18. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  19. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  20. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  21. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  22. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  23. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  24. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  25. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  26. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  27. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  28. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
  29. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
  30. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
  31. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
  32. // used in fallback on old cards & base map
  33. [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
  34. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  35. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  36. [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
  37. }
  38. HLSLINCLUDE
  39. #pragma multi_compile_fragment __ _ALPHATEST_ON
  40. ENDHLSL
  41. SubShader
  42. {
  43. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
  44. Pass
  45. {
  46. Name "ForwardLit"
  47. Tags { "LightMode" = "UniversalForward" }
  48. HLSLPROGRAM
  49. #pragma target 3.0
  50. #pragma vertex SplatmapVert
  51. #pragma fragment SplatmapFragment
  52. #define _METALLICSPECGLOSSMAP 1
  53. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  54. // -------------------------------------
  55. // Universal Pipeline keywords
  56. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  57. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  58. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  59. #pragma multi_compile _ SHADOWS_SHADOWMASK
  60. #pragma multi_compile _ _LIGHT_LAYERS
  61. #pragma multi_compile _ _FORWARD_PLUS
  62. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  63. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  64. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  65. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  66. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  67. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  68. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  69. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  70. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  71. // -------------------------------------
  72. // Unity defined keywords
  73. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  74. #pragma multi_compile _ LIGHTMAP_ON
  75. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  76. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  77. #pragma multi_compile_fog
  78. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  79. #pragma multi_compile_instancing
  80. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  81. #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
  82. #pragma shader_feature_local _NORMALMAP
  83. #pragma shader_feature_local_fragment _MASKMAP
  84. // Sample normal in pixel shader when doing instancing
  85. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  86. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  87. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  88. ENDHLSL
  89. }
  90. Pass
  91. {
  92. Name "ShadowCaster"
  93. Tags{"LightMode" = "ShadowCaster"}
  94. ZWrite On
  95. ColorMask 0
  96. HLSLPROGRAM
  97. #pragma target 2.0
  98. #pragma vertex ShadowPassVertex
  99. #pragma fragment ShadowPassFragment
  100. #pragma multi_compile_instancing
  101. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  102. // -------------------------------------
  103. // Universal Pipeline keywords
  104. // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
  105. #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
  106. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  107. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  108. ENDHLSL
  109. }
  110. Pass
  111. {
  112. Name "GBuffer"
  113. Tags{"LightMode" = "UniversalGBuffer"}
  114. HLSLPROGRAM
  115. #pragma target 4.5
  116. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  117. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  118. #pragma exclude_renderers gles3 glcore
  119. #pragma vertex SplatmapVert
  120. #pragma fragment SplatmapFragment
  121. #define _METALLICSPECGLOSSMAP 1
  122. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  123. // -------------------------------------
  124. // Universal Pipeline keywords
  125. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  126. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  127. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  128. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  129. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  130. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  131. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  132. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  133. // -------------------------------------
  134. // Unity defined keywords
  135. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  136. #pragma multi_compile _ SHADOWS_SHADOWMASK
  137. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  138. #pragma multi_compile _ LIGHTMAP_ON
  139. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  140. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  141. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  142. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  143. //#pragma multi_compile_fog
  144. #pragma multi_compile_instancing
  145. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  146. #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
  147. #pragma shader_feature_local _NORMALMAP
  148. #pragma shader_feature_local _MASKMAP
  149. // Sample normal in pixel shader when doing instancing
  150. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  151. #define TERRAIN_GBUFFER 1
  152. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  153. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  154. ENDHLSL
  155. }
  156. Pass
  157. {
  158. Name "DepthOnly"
  159. Tags{"LightMode" = "DepthOnly"}
  160. ZWrite On
  161. ColorMask R
  162. HLSLPROGRAM
  163. #pragma target 2.0
  164. #pragma vertex DepthOnlyVertex
  165. #pragma fragment DepthOnlyFragment
  166. #pragma multi_compile_instancing
  167. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  168. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  169. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  170. ENDHLSL
  171. }
  172. // This pass is used when drawing to a _CameraNormalsTexture texture
  173. Pass
  174. {
  175. Name "DepthNormals"
  176. Tags{"LightMode" = "DepthNormals"}
  177. ZWrite On
  178. HLSLPROGRAM
  179. #pragma target 2.0
  180. #pragma vertex DepthNormalOnlyVertex
  181. #pragma fragment DepthNormalOnlyFragment
  182. #pragma shader_feature_local _NORMALMAP
  183. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  184. #pragma multi_compile_instancing
  185. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  186. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  187. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
  188. ENDHLSL
  189. }
  190. Pass
  191. {
  192. Name "SceneSelectionPass"
  193. Tags { "LightMode" = "SceneSelectionPass" }
  194. HLSLPROGRAM
  195. #pragma target 2.0
  196. #pragma vertex DepthOnlyVertex
  197. #pragma fragment DepthOnlyFragment
  198. #pragma multi_compile_instancing
  199. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  200. #define SCENESELECTIONPASS
  201. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  202. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  203. ENDHLSL
  204. }
  205. // This pass it not used during regular rendering, only for lightmap baking.
  206. Pass
  207. {
  208. Name "Meta"
  209. Tags{"LightMode" = "Meta"}
  210. Cull Off
  211. HLSLPROGRAM
  212. #pragma vertex TerrainVertexMeta
  213. #pragma fragment TerrainFragmentMeta
  214. #pragma multi_compile_instancing
  215. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  216. #pragma shader_feature EDITOR_VISUALIZATION
  217. #define _METALLICSPECGLOSSMAP 1
  218. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  219. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  220. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
  221. ENDHLSL
  222. }
  223. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  224. }
  225. Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
  226. Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
  227. Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
  228. CustomEditor "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"
  229. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  230. }