// NOTE! This file is based on Unity file "TerrainLit.shader" which was used as template for adding all the InTerra features. Shader "InTerra/URP/Terrain (Lit with Features)" { Properties { [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 60.0)) = 0.0 // 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] _Control1("Control1 (RGBA)", 2D) = "black" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {} [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] _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][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] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5 // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) [HideInInspector] _TriplanarTex("Triplanar Albedo(RGB), Smoothness(A)", 2D) = "black" {} [HideInInspector] _Triplanar_MetallicAO("Metallic, Occlusion", 2D) = "black" {} [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0 //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 _ParallaxAffineStepsTerrain("", Float) = 3 _MipMapFade("Parallax MipMap fade", vector) = (3,15,0,35) _MipMapLevel("Parallax MipMap level", Float) = 0 _TriplanarOneToAllSteep("", Float) = 0 _TerrainColorTintTexture("Color Tint Texture", 2D) = "white" {} _TerrainColorTintStrenght("Color Tint Strenght", Range(0, 1)) = 0 _TerrainNormalTintTexture("Additional Normal Texture", 2D) = "bump" {} _TerrainNormalTintStrenght("Additional Normal Strenght", Range(0, 1)) = 0.0 _TerrainNormalTintDistance("Additional Normal Distance", vector) = (3,10,0,25) [HideInInspector] _TerrainSizeXZPosY("", Vector) = (0,0,0) _HeightmapBlending("", Float) = 1 _Terrain_Parallax("", Float) = 0 _Tracks("", Float) = 0 _GlobalWetness("", Range(0,1)) = 0 _TrackAO("", Range(0,1)) = 0.8 _TrackTessallation("", Range(0,1)) = 0 _TrackEdgeNormals("Track Edge Normals", Float) = 2 _TrackDetailTexture("Track Color Detail Texture", 2D) = "white" {} [Normal] _TrackDetailNormalTexture("Track Normal Detail Texture", 2D) = "bump" {} _TrackDetailNormalStrenght("Track Detail Normal Strenght", Float) = 1 _TrackNormalStrenght("Track Normal Strenght", Float) = 1 _TrackEdgeSharpness("Track Edge Normals", Range(0.001,4)) = 1 _TrackHeightOffset("Track Heightmap Offset", Range(-1,1)) = 0 _TrackMultiplyStrenght("Track Multiply strenght", Float) = 3 _TrackHeightTransition("Track Normal Strenght", Range(0, 60)) = 20 _ParallaxTrackAffineSteps("", Float) = 3 _ParallaxTrackSteps("", Float) = 5 _Gamma("", Float) = 0 _WorldMapping("", Float) = 0 } HLSLINCLUDE #pragma multi_compile_fragment __ _ALPHATEST_ON ENDHLSL SubShader { PackageRequirements { "com.unity.render-pipelines.universal":"[12.0,19.0]" } Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"} Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma target 4.5 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #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_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #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 #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #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 _ DYNAMICLIGHTMAP_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define _NORMALMAP // ------------------------------------- // 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 // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma target 2.0 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #define INTERRA_TERRAIN #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} HLSLPROGRAM #pragma exclude_renderers gles #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #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 _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _SHADOWS_SOFT #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 _ LIGHTMAP_BICUBIC_SAMPLING #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #else #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 _ DYNAMICLIGHTMAP_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 #define _NORMALMAP #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_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define INTERRA_TERRAIN #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthNormalOnlyVertex #pragma fragment DepthNormalOnlyFragment #pragma shader_feature_local_fragment __ _LAYERS_TWO _LAYERS_EIGHT #pragma shader_feature_local_fragment _DEPTH_NORMALS_MAPS #define INTERRA_TERRAIN #include "InTerra_URP_DefinedGlobalKeywords.hlsl" #ifdef UNITY_6000_1_OR_NEWER #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #else #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #endif #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitDepthNormalsPass.hlsl" ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #define SCENESELECTIONPASS #define INTERRA_TERRAIN #include "InTerra_TerrainLitInput.hlsl" #include "InTerra_TerrainLitPasses.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM #pragma vertex TerrainVertexMeta #pragma fragment TerrainFragmentMeta #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature EDITOR_VISUALIZATION #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #define INTERRA_TERRAIN #include "InTerra_TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl" ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" } Dependency "AddPassShader" = "Hidden/InTerra/Lit (Add Pass)" Dependency "BaseMapShader" = "Hidden/InTerra/Lit (Base Pass)" Dependency "BaseMapGenShader" = "Hidden/InTerra/Lit (Basemap Gen)" CustomEditor "InTerra.InTerra_TerrainShaderGUI" Fallback "Hidden/Universal Render Pipeline/FallbackError" }