Shader "InTerra/Built-in/Mesh Terrain (Standard)" { Properties { [HideInInspector] _MipMapFade("Parallax MipMap fade", vector) = (3,15,0,35) [HideInInspector] _MipMapLevel("Parallax MipMap level", Float) = 0 [HideInInspector] _MipMapCount("Main Mask MipMap Count", Float) = 15 _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)) = 0.8 _ParallaxAffineStepsTerrain("", Float) = 3 [HideInInspector] _HeightTransition("Height blending Sharpness", Range(0,60)) = 40 [HideInInspector] _Distance_HeightTransition("Distance Height blending Sharpness ", Range(0,60)) = 40 [HideInInspector] _NumLayersCount("", Float) = 0 [HideInInspector] _Splat0("Splat 0", 2D) = "white" {} [HideInInspector] _Splat1("Splat 1", 2D) = "white" {} [HideInInspector] _Splat2("Splat 2", 2D) = "white" {} [HideInInspector] _Splat3("Splat 3", 2D) = "white" {} [HideInInspector] _Splat4("Splat 4", 2D) = "white" {} [HideInInspector] _Splat5("Splat 5", 2D) = "white" {} [HideInInspector] _Splat6("Splat 6", 2D) = "white" {} [HideInInspector] _Splat7("Splat 7", 2D) = "white" {} [HideInInspector] _Normal0("Normal 0", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2", 2D) = "bump" {} [HideInInspector] _Normal3("Normal 3", 2D) = "bump" {} [HideInInspector] _Normal4("Normal 4", 2D) = "bump" {} [HideInInspector] _Normal5("Normal 5", 2D) = "bump" {} [HideInInspector] _Normal6("Normal 6", 2D) = "bump" {} [HideInInspector] _Normal7("Normal 7", 2D) = "bump" {} [HideInInspector] _Mask0("Mask 0", 2D) = "black" {} [HideInInspector] _Mask1("Mask 1", 2D) = "black" {} [HideInInspector] _Mask2("Mask 2", 2D) = "black" {} [HideInInspector] _Mask3("Mask 3", 2D) = "black" {} [HideInInspector] _Mask4("Mask 4", 2D) = "black" {} [HideInInspector] _Mask5("Mask 5", 2D) = "black" {} [HideInInspector] _Mask6("Mask 6", 2D) = "black" {} [HideInInspector] _Mask7("Mask 7", 2D) = "black" {} [HideInInspector] _Specular0("specular 0", Color) = (1,0,0,0) [HideInInspector] _Specular1("specular 1", Color) = (1,0,0,0) [HideInInspector] _Specular2("specular 2", Color) = (1,0,0,0) [HideInInspector] _Specular3("specular 3", Color) = (1,0,0,0) [HideInInspector] _Specular4("specular 4", Color) = (1,0,0,0) [HideInInspector] _Specular5("specular 5", Color) = (1,0,0,0) [HideInInspector] _Specular6("specular 6", Color) = (1,0,0,0) [HideInInspector] _Specular7("specular 7", Color) = (1,0,0,0) [HideInInspector] _SplatUV0("splat UV0", Vector) = (1,1,0,0) [HideInInspector] _SplatUV1("splat sUV1", Vector) = (1,1,0,0) [HideInInspector] _SplatUV2("splat sUV2", Vector) = (1,1,0,0) [HideInInspector] _SplatUV3("splat sUV3", Vector) = (1,1,0,0) [HideInInspector] _SplatUV4("splat sUV4", Vector) = (1,1,0,0) [HideInInspector] _SplatUV5("splat sUV5", Vector) = (1,1,0,0) [HideInInspector] _SplatUV6("splat sUV6", Vector) = (1,1,0,0) [HideInInspector] _SplatUV7("splat sUV7", Vector) = (1,1,0,0) [HideInInspector] _MaskMapRemapScale0("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale1("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale2("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale3("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale4("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale5("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale6("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale7("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset0("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset1("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset2("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset3("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset4("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset5("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset6("", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapOffset7("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapScale0("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale1("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale2("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale3("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale4("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale5("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale6("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale7("", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapOffset0("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset1("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset2("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset3("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset4("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset5("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset6("", Vector) = (0,0,0,0) [HideInInspector] _DiffuseRemapOffset7("", Vector) = (0,0,0,0) [HideInInspector] _Smoothness0("", Float) = 0 [HideInInspector] _Smoothness1("", Float) = 0 [HideInInspector] _Smoothness2("", Float) = 0 [HideInInspector] _Smoothness3("", Float) = 0 [HideInInspector] _Smoothness4("", Float) = 0 [HideInInspector] _Smoothness5("", Float) = 0 [HideInInspector] _Smoothness6("", Float) = 0 [HideInInspector] _Smoothness7("", Float) = 0 [HideInInspector] _Metallic0("", Float) = 0 [HideInInspector] _Metallic1("", Float) = 0 [HideInInspector] _Metallic2("", Float) = 0 [HideInInspector] _Metallic3("", Float) = 0 [HideInInspector] _Metallic4("", Float) = 0 [HideInInspector] _Metallic5("", Float) = 0 [HideInInspector] _Metallic6("", Float) = 0 [HideInInspector] _Metallic7("", Float) = 0 [HideInInspector] _NormalScale0("", Float) = 1 [HideInInspector] _NormalScale1("", Float) = 1 [HideInInspector] _NormalScale2("", Float) = 1 [HideInInspector] _NormalScale3("", Float) = 1 [HideInInspector] _NormalScale4("", Float) = 1 [HideInInspector] _NormalScale5("", Float) = 1 [HideInInspector] _NormalScale6("", Float) = 1 [HideInInspector] _NormalScale7("", Float) = 1 [HideInInspector] _TerrainNormalmapTexture("", 2D) = "bump" {} [HideInInspector] _TerrainHeightmapTexture("", 2D) = "black" {} [HideInInspector] _Control("cntrl", 2D) = "red" {} [HideInInspector] _Control1("cntrl1", 2D) = "black" {} [HideInInspector] _TerrainPosition("tp", Vector) = (0,0,0) [HideInInspector] _TerrainSize("ts", Vector) = (100,10,100) [HideInInspector] _TerrainHeightmapScale("hms", Vector) = (1, 100, 1, 50) [HideInInspector] _HeightmapBase("", Float) = 0 [HideInInspector] _HeightmapBaseCustom("", Float) = 0 [HideInInspector] _TriplanarOneToAllSteep("", Float) = 0 [HideInInspector] _TriplanarSharpness("Triplanar Sharpness", Range(3,10)) = 8 [HideInInspector] _TerrainColorTintTexture("Color Tint Texture", 2D) = "white" {} [HideInInspector] _TerrainColorTintStrenght("Color Tint Strenght", Range(1, 0)) = 0 [HideInInspector] _TerrainNormalTintTexture("Additional Normal Texture", 2D) = "bump" {} [HideInInspector] _TerrainNormalTintStrenght("Additional Normal Strenght", Range(0, 1)) = 0.0 [HideInInspector] _TerrainNormalTintDistance("Additional Normal Distance", vector) = (3, 10, 0, 25) [HideInInspector] _WorldMapping("", Float) = 0 [HideInInspector] _CustomTerrainSelection("", Float) = 0 [HideInInspector] _GlobalSmoothness("", Range(0, 1)) = 0 [HideInInspector] _TwoLayersOnly("", Float) = 0 [HideInInspector] _HeightmapBlending("", Float) = 1 [HideInInspector] _Terrain_Parallax("", Float) = 0 [HideInInspector] _Tracks("", Float) = 0 [HideInInspector] _Gamma("", Float) = 0 [HideInInspector] _NormalsFromHeightmap("", Float) = 0 [HideInInspector] _TrackAO("", Range(0, 1)) = 0.8 [HideInInspector] _TrackEdgeNormals("Track Edge index", Range(0.001, 4)) = 1 [HideInInspector] _TrackEdgeSharpness("Track Edge Normals", Range(0.001, 4)) = 1 [HideInInspector] _TrackDetailTexture("Track Color Detail Texture", 2D) = "white" {} [HideInInspector] _TrackDetailNormalTexture("Track Normal Detail Texture", 2D) = "bump" {} [HideInInspector] _TrackDetailNormalStrenght("Track Detail Normal Strenght", Float) = 1 [HideInInspector] _TrackNormalStrenght("Track Normal Strenght", Float) = 1 [HideInInspector] _TrackHeightOffset("Track Heightmap Offset", Range(-1, 1)) = 0 [HideInInspector] _TrackMultiplyStrenght("Track Multiply strenght", Float) = 3 [HideInInspector] _TrackHeightTransition("Track Normal Strenght", Range(0, 60)) = 20 [HideInInspector] _ParallaxTrackAffineSteps("", Float) = 3 [HideInInspector] _ParallaxTrackSteps("", Float) = 5 } SubShader { Tags { "RenderType" = "Opaque"} LOD 200 CGPROGRAM #pragma surface surf Standard vertex:SplatmapVert addshadow fullforwardshadows #pragma target 3.5 #pragma shader_feature_local _TERRAIN_DISTANCEBLEND #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR #define INTERRA_MESH_TERRAIN #include "InTerra_DefinedGlobalKeywords.cginc" #include "InTerra_InputsAndFunctions.cginc" #include "InTerra_Mixing.cginc" //=========================================================================== //--------------------------------- SURFACE --------------------------------- //=========================================================================== void surf (Input IN, inout SurfaceOutputStandard o) { half weight; fixed4 mixedDiffuse; SplatmapMix(IN, weight, mixedDiffuse, o.Normal, o.Occlusion, o.Metallic); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; } ENDCG } FallBack "Diffuse" CustomEditor "InTerra.InTerra_TerrainShaderGUI" }