//NOTE! This file is based on Unity file "TerrainLitAdd.shader" which was used as a template for adding all the InTerra features. Shader "Hidden/InTerra/Lit (Add Pass)" { Properties { // Layer count is passed down to guide height-blend enable/disable, due // to the fact that heigh-based blend will be broken with multipass. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0 // set by terrain engine [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {} [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {} [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {} [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {} [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0 // used in fallback on old cards & base map [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} //inTerra _HT_distance("Distance", vector) = (3,10,0,25) _HT_distance_scale("Scale", Range(0,0.5)) = 0.25 _HT_cover("Cover strenght", Range(0,1)) = 0.6 _Distance_HeightTransition("Distance Height blending Sharpness ", Range(0,60)) = 10 _TriplanarSharpness("Triplanar Sharpness", Range(4,10)) = 9 [HideInInspector] _TerrainSizeXZPosY("", Vector) = (0,0,0) [HideInInspector] _TriplanarOneToAllSteep("", Float) = 0 } HLSLINCLUDE #pragma multi_compile_fragment __ _ALPHATEST_ON ENDHLSL SubShader { PackageRequirements { "com.unity.render-pipelines.universal":"[12.1,19.0]" } Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"} Pass { Name "TerrainAddLit" Tags { "LightMode" = "UniversalForward" } Blend One One HLSLPROGRAM #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment #include "InTerra_URP_DefinedGlobalKeywords.hlsl" // ------------------------------------- // 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #ifdef UNITY_6000_1_OR_NEWER #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile _ _CLUSTERED_RENDERING #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fog #endif #ifdef UNITY_2022_2_OR_NEWER #if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS))) || defined(SHADER_API_PS5) #if defined(SHADER_API_PS5) || defined(SHADER_API_METAL) #define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1 #pragma warning (disable : 3568) // unknown pragma ignored #pragma never_use_dxc metal #pragma dynamic_branch _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER #pragma warning (default : 3568) // restore unknown pragma ignored #endif #endif #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma target 4.5 _WRITE_RENDERING_LAYERS #endif // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SPLAT_ADDPASS // ------------------------------------- // InTerra Keywords #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR #pragma shader_feature_local_fragment _TERRAIN_DISTANCEBLEND #pragma shader_feature_local_fragment __ _LAYERS_TWO _LAYERS_EIGHT #define INTERRA_TERRAIN #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} Blend One One HLSLPROGRAM #pragma exclude_renderers gles #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment // ------------------------------------- // 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 _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED //#pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SPLAT_ADDPASS 1 #define TERRAIN_GBUFFER 1 // ------------------------------------- // InTerra Keywords #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR #pragma shader_feature_local_fragment _TERRAIN_DISTANCEBLEND #pragma shader_feature_local_fragment __ _LAYERS_TWO _LAYERS_EIGHT #define INTERRA_TERRAIN #include "InTerra_URP_DefinedGlobalKeywords.hlsl" #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } } Fallback "Hidden/Universal Render Pipeline/FallbackError" }