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TerrainLitAdd.shader 7.0KB

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  1. Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
  2. {
  3. Properties
  4. {
  5. // Layer count is passed down to guide height-blend enable/disable, due
  6. // to the fact that heigh-based blend will be broken with multipass.
  7. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  8. // set by terrain engine
  9. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  10. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
  11. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
  12. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
  13. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
  14. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  15. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  16. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  17. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  18. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  19. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  20. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  21. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  22. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  23. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  24. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  25. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  26. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
  27. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
  28. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
  29. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
  30. // used in fallback on old cards & base map
  31. [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
  32. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  33. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  34. }
  35. HLSLINCLUDE
  36. #pragma multi_compile_fragment __ _ALPHATEST_ON
  37. ENDHLSL
  38. SubShader
  39. {
  40. Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
  41. Pass
  42. {
  43. Name "TerrainAddLit"
  44. Tags { "LightMode" = "UniversalForward" }
  45. Blend One One
  46. HLSLPROGRAM
  47. #pragma target 3.0
  48. #pragma vertex SplatmapVert
  49. #pragma fragment SplatmapFragment
  50. // -------------------------------------
  51. // Universal Pipeline keywords
  52. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  53. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  54. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  55. #pragma multi_compile _ SHADOWS_SHADOWMASK
  56. #pragma multi_compile _ _LIGHT_LAYERS
  57. #pragma multi_compile _ _FORWARD_PLUS
  58. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  59. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  60. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  61. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  62. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  63. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  64. // -------------------------------------
  65. // Unity defined keywords
  66. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  67. #pragma multi_compile _ LIGHTMAP_ON
  68. #pragma multi_compile_fog
  69. #pragma multi_compile_instancing
  70. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  71. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  72. #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
  73. #pragma shader_feature_local _NORMALMAP
  74. #pragma shader_feature_local_fragment _MASKMAP
  75. // Sample normal in pixel shader when doing instancing
  76. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  77. #define TERRAIN_SPLAT_ADDPASS
  78. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  79. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  80. ENDHLSL
  81. }
  82. Pass
  83. {
  84. Name "GBuffer"
  85. Tags{"LightMode" = "UniversalGBuffer"}
  86. Blend One One
  87. HLSLPROGRAM
  88. #pragma target 4.5
  89. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  90. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  91. #pragma exclude_renderers gles3 glcore
  92. #pragma vertex SplatmapVert
  93. #pragma fragment SplatmapFragment
  94. // -------------------------------------
  95. // Universal Pipeline keywords
  96. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  97. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  98. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  99. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  100. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  101. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  102. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  103. // -------------------------------------
  104. // Unity defined keywords
  105. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  106. #pragma multi_compile _ LIGHTMAP_ON
  107. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  108. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  109. //#pragma multi_compile_fog
  110. #pragma multi_compile_instancing
  111. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  112. #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
  113. #pragma shader_feature_local _NORMALMAP
  114. #pragma shader_feature_local _MASKMAP
  115. // Sample normal in pixel shader when doing instancing
  116. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  117. #define TERRAIN_SPLAT_ADDPASS 1
  118. #define TERRAIN_GBUFFER 1
  119. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  120. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  121. ENDHLSL
  122. }
  123. }
  124. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  125. }