Shader "Hidden/InTerra/InTerra-AddPass" { Properties { [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} _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 _HeightTransition("Height blending Sharpness", Range(0,60)) = 50 _Distance_HeightTransition("Distance Height blending Sharpness ", Range(0,60)) = 10 [HideInInspector] _TerrainSizeXZPosY("", Vector) = (0,0,0) [HideInInspector] _NumLayersCount("", Float) = 0 [HideInInspector] _TriplanarOneToAllSteep("", Float) = 0 } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Standard decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows nometa #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #pragma multi_compile_fog // needed because finalcolor oppresses fog code generation. #define _ALPHATEST_ON #pragma target 3.0 #include "UnityPBSLighting.cginc" #pragma shader_feature_local _TERRAIN_TRIPLANAR_ONE #pragma shader_feature_local _TERRAIN_DISTANCEBLEND #define TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard #define INTERRA_TERRAIN #define TERRAIN_SPLAT_ADDPASS #include "InTerra_DefinedGlobalKeywords.cginc" #include "InTerra_InputsAndFunctions.cginc" #include "InTerra_Mixing.cginc" //============================================================================ //--------------------------------- SURFACE --------------------------------- //============================================================================ void surf (Input IN, inout SurfaceOutputStandard o) { half weight = 0; fixed4 mixedDiffuse = fixed4(0.0f, 0.0f, 0.0f, 0.0f); #ifndef _LAYERS_EIGHT SplatmapMix(IN, weight, mixedDiffuse, o.Normal, o.Occlusion, o.Metallic); #else o.Normal = float3(0.0f, 0.0f, 1.0f); o.Occlusion = 1; o.Metallic = 0; weight = 0; #endif o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; } ENDCG } Dependency "AddPassShader" = "Hidden/InTerra/InTerra-AddPass" Fallback "Nature/Terrain/Diffuse" }