暂无描述
您最多选择25个主题 主题必须以字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

TerrainLitBase.shader 9.1KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228
  1. Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
  2. {
  3. Properties
  4. {
  5. [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
  7. _MetallicTex ("Metallic (R)", 2D) = "black" {}
  8. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  9. }
  10. HLSLINCLUDE
  11. #pragma multi_compile_fragment __ _ALPHATEST_ON
  12. ENDHLSL
  13. SubShader
  14. {
  15. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
  16. LOD 200
  17. // ------------------------------------------------------------------
  18. // Forward pass. Shades all light in a single pass. GI + emission + Fog
  19. Pass
  20. {
  21. Name "ForwardLit"
  22. // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
  23. // no LightMode tag are also rendered by Universal Pipeline
  24. Tags{"LightMode" = "UniversalForward"}
  25. HLSLPROGRAM
  26. #pragma target 2.0
  27. // -------------------------------------
  28. // Material Keywords
  29. #define _METALLICSPECGLOSSMAP 1
  30. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  31. // -------------------------------------
  32. // Universal Pipeline keywords
  33. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  34. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  35. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  36. #pragma multi_compile _ SHADOWS_SHADOWMASK
  37. #pragma multi_compile _ _LIGHT_LAYERS
  38. #pragma multi_compile _ _FORWARD_PLUS
  39. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  40. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  41. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  42. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  43. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  44. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  45. // -------------------------------------
  46. // Unity defined keywords
  47. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  48. #pragma multi_compile _ LIGHTMAP_ON
  49. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  50. #pragma multi_compile_fog
  51. #pragma multi_compile_instancing
  52. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  53. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  54. #pragma vertex SplatmapVert
  55. #pragma fragment SplatmapFragment
  56. #pragma shader_feature_local _NORMALMAP
  57. // Sample normal in pixel shader when doing instancing
  58. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  59. #define TERRAIN_SPLAT_BASEPASS 1
  60. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  61. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  62. ENDHLSL
  63. }
  64. Pass
  65. {
  66. Name "ShadowCaster"
  67. Tags{"LightMode" = "ShadowCaster"}
  68. ZWrite On
  69. ColorMask 0
  70. HLSLPROGRAM
  71. #pragma target 2.0
  72. #pragma multi_compile_instancing
  73. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  74. #pragma vertex ShadowPassVertex
  75. #pragma fragment ShadowPassFragment
  76. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  77. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  78. ENDHLSL
  79. }
  80. // ------------------------------------------------------------------
  81. // GBuffer pass. Does GI + emission. All additional lights are done deferred as well as fog
  82. Pass
  83. {
  84. Name "GBuffer"
  85. Tags{"LightMode" = "UniversalGBuffer"}
  86. HLSLPROGRAM
  87. #pragma target 4.5
  88. // Deferred Rendering Path does not support the OpenGL-based graphics API:
  89. // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
  90. #pragma exclude_renderers gles3 glcore
  91. // -------------------------------------
  92. // Material Keywords
  93. #define _METALLICSPECGLOSSMAP 1
  94. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  95. // -------------------------------------
  96. // Universal Pipeline keywords
  97. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  98. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  99. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  100. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  101. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  102. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  103. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  104. // -------------------------------------
  105. // Unity defined keywords
  106. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  107. #pragma multi_compile _ SHADOWS_SHADOWMASK
  108. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  109. #pragma multi_compile _ LIGHTMAP_ON
  110. #pragma multi_compile _ DYNAMICLIGHTMAP_ON
  111. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  112. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  113. #pragma multi_compile_instancing
  114. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  115. #pragma vertex SplatmapVert
  116. #pragma fragment SplatmapFragment
  117. #pragma shader_feature_local _NORMALMAP
  118. // Sample normal in pixel shader when doing instancing
  119. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  120. #define TERRAIN_SPLAT_BASEPASS 1
  121. #define TERRAIN_GBUFFER 1
  122. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  123. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  124. ENDHLSL
  125. }
  126. Pass
  127. {
  128. Name "DepthOnly"
  129. Tags{"LightMode" = "DepthOnly"}
  130. ZWrite On
  131. ColorMask R
  132. HLSLPROGRAM
  133. #pragma target 2.0
  134. #pragma vertex DepthOnlyVertex
  135. #pragma fragment DepthOnlyFragment
  136. #pragma multi_compile_instancing
  137. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  138. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  139. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
  140. ENDHLSL
  141. }
  142. Pass
  143. {
  144. Name "DepthNormals"
  145. Tags{"LightMode" = "DepthNormals"}
  146. ZWrite On
  147. HLSLPROGRAM
  148. #pragma target 2.0
  149. #pragma vertex DepthNormalOnlyVertex
  150. #pragma fragment DepthNormalOnlyFragment
  151. #pragma multi_compile_instancing
  152. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  153. #pragma shader_feature_local _NORMALMAP
  154. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  155. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
  156. ENDHLSL
  157. }
  158. // This pass it not used during regular rendering, only for lightmap baking.
  159. Pass
  160. {
  161. Name "Meta"
  162. Tags{"LightMode" = "Meta"}
  163. Cull Off
  164. HLSLPROGRAM
  165. #pragma vertex TerrainVertexMeta
  166. #pragma fragment TerrainFragmentMeta
  167. #pragma shader_feature EDITOR_VISUALIZATION
  168. #pragma multi_compile_instancing
  169. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  170. #define _METALLICSPECGLOSSMAP 1
  171. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  172. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
  173. #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
  174. ENDHLSL
  175. }
  176. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  177. UsePass "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
  178. }
  179. FallBack "Hidden/Universal Render Pipeline/FallbackError"
  180. //CustomEditor "LitShaderGUI"
  181. }