//NOTE! This file is based on Unity file "TerrainLit_Basemap.shader" which was used as a template for adding all the InTerra features. Shader "Hidden/InTerra/HDRP/TerrainLit_Basemap_2022_2" { Properties { // Following are builtin properties // Stencil state // Forward [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // GBuffer [HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting [HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // Depth prepass [HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing [HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay // Blending state [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the behavior for GI _EmissionColor("Color", Color) = (1, 1, 1) _MetallicTex("Metallic (RGB)", 2D) = "white" {} _Triplanar_MetallicAO("Metallic AO (RGB)", 2D) = "white" {} // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL // InTerra Keywords #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma multi_compile _ _ALPHATEST_ON #define UNITY_2022_2_OR_NEWER #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap_Includes.hlsl" ENDHLSL SubShader { PackageRequirements { "com.unity.render-pipelines.high-definition":"[14.0.0,14.99.99]" } // This tags allow to use the shader replacement features Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" } // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. Pass { Name "GBuffer" Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] ZTest [_ZTestGBuffer] Stencil { WriteMask [_StencilWriteMaskGBuffer] Ref [_StencilRefGBuffer] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ LIGHT_LAYERS #define SHADERPASS SHADERPASS_GBUFFER #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitTemplate.hlsl" #include "InTerra_TerrainLit_Basemap.hlsl" ENDHLSL } // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags{ "LightMode" = "META" } Cull Off HLSLPROGRAM // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitTemplate.hlsl" #include "InTerra_TerrainLit_Basemap.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitTemplate.hlsl" #include "InTerra_TerrainLit_Basemap.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] // To be able to tag stencil with disableSSR information for forward Stencil { WriteMask [_StencilWriteMaskDepth] Ref [_StencilRefDepth] Comp Always Pass Replace } ZWrite On HLSLPROGRAM // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile_fragment _ WRITE_DECAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitTemplate.hlsl" #include "InTerra_TerrainLit_Basemap.hlsl" ENDHLSL } Pass { Name "Forward" Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } // In case of forward we want to have depth equal for opaque mesh ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT // Supported shadow modes per light type #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitTemplate.hlsl" #include "InTerra_TerrainLit_Basemap.hlsl" ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "HDRP/TerrainLit/SceneSelectionPass" } }