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- // Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass"
- {
- Properties
- {
- _WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
- _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
- _WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
- _Cutoff ("Cutoff", float) = 0.5
- }
- SubShader
- {
- Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True"
- Cull Off
- LOD 200
-
- Pass
- {
- Name "ForwardLit"
- Tags
- {
- "LightMode" = "UniversalForward"
- }
- AlphaToMask On
-
- 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 _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
-
- #pragma vertex WavingGrassVert
- #pragma fragment LitPassFragmentGrass
- #define _ALPHATEST_ON
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "GBuffer"
- Tags
- {
- "LightMode" = "UniversalGBuffer"
- }
-
- HLSLPROGRAM
- #pragma target 4.5
-
- // Deferred Rendering Path does not support the OpenGL-based graphics API:
- // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
- #pragma exclude_renderers gles3 glcore
-
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
-
- #pragma vertex WavingGrassVert
- #pragma fragment LitPassFragmentGrass
- #define _ALPHATEST_ON
- #define TERRAIN_GBUFFER
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
-
- ZWrite On
- ColorMask R
- Cull Off
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
-
- // -------------------------------------
- // Material Keywords
- #define _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl"
- ENDHLSL
- }
-
- // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
- Pass
- {
- Name "DepthNormalsOnly"
- Tags{"LightMode" = "DepthNormalsOnly"}
-
- ZWrite On
- Cull Off
-
- HLSLPROGRAM
- #pragma target 2.0
-
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
-
- // -------------------------------------
- // Material Keywords
- #define _ALPHATEST_ON
- #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
-
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
-
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl"
- ENDHLSL
- }
- }
- }
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