//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_2023_1" { 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 #pragma multi_compile _ _ALPHATEST_ON #define UNITY_2022_2_OR_NEWER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap_Includes.hlsl" ENDHLSL SubShader { PackageRequirements { "com.unity.render-pipelines.high-definition":"[15.0.0,19.0.0]" } // 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 // 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 vertex Vert #pragma fragment Frag #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_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 _ RENDERING_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 //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma vertex Vert #pragma fragment Frag // 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 //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma vertex Vert #pragma fragment Frag #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 //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma vertex Vert #pragma fragment Frag // 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 _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER #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 //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma vertex Vert #pragma fragment Frag #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_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 PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_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" } SubShader { PackageRequirements { "com.unity.render-pipelines.high-definition":"[15.0.0,19.0.0]" } Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" } Pass { Name "IndirectDXR" Tags{ "LightMode" = "IndirectDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT #define PATH_TRACING_CLUSTERED_DECALS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT // multi compile that allows us to strip the recursive code #pragma multi_compile _ MULTI_BOUNCE_INDIRECT #define SHADOW_LOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" ENDHLSL } Pass { Name "ForwardDXR" Tags{ "LightMode" = "ForwardDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT #define PATH_TRACING_CLUSTERED_DECALS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD // multi compile that allows us to strip the recursive code #define SHADOW_LOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" ENDHLSL } Pass { Name "GBufferDXR" Tags{ "LightMode" = "GBufferDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT #define PATH_TRACING_CLUSTERED_DECALS #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #pragma multi_compile _ MINIMAL_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" ENDHLSL } Pass { Name "VisibilityDXR" Tags{ "LightMode" = "VisibilityDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" ENDHLSL } Pass { Name "DebugDXR" Tags{ "LightMode" = "DebugDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingDebug.hlsl" ENDHLSL } Pass { Name "PathTracingDXR" Tags{ "LightMode" = "PathTracingDXR" } HLSLPROGRAM #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_PATH_TRACING #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ DECAL_SURFACE_GRADIENT #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE #ifdef SENSORSDK_OVERRIDE_REFLECTANCE #define SENSORSDK_ENABLE_LIDAR #endif // This is just because it needs to be defined, shadow maps are not used. #define SHADOW_LOW // For all single-sided, refractive materials, we want to force a thin refraction model. #if !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" ENDHLSL } } }