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- //NOTE! This file is based on Unity file "TerrainLit.shader" which was used as a template for adding all the InTerra features.
- Shader "InTerra/HDRP/Terrain (Lit with Features)"
- {
- Properties
- {
- [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
- _HeightTransition("Height Transition", Range(0, 60)) = 0.0
- [HideInInspector] [Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
- [HideInInspector][PerRendererData] _NumLayersCount("Total Layer Count", Float) = 1.0
- // 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][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
- [HideInInspector] _CullMode("__cullmode", Float) = 2.0
- [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
- [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
- [ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0
- [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
- [HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
- // 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.
- [HideInInspector] _MainTex("Albedo", 2D) = "white" {}
- [HideInInspector] _Color("Color", Color) = (1,1,1,1)
- [HideInInspector] _Control1("Albedo", 2D) = "black" {}
- [HideInInspector] _Control2("Albedo", 2D) = "black" {}
- [HideInInspector] _Control3("Albedo", 2D) = "black" {}
- [HideInInspector] [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
- [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
- [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
- //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) = (4,15,0,30)
- _MipMapLevel("Parallax MipMap level", Float) = 0
- _TriplanarOneToAllSteep("", Float) = 0
- _TerrainColorTintTexture("Color Tint Texture", 2D) = "white" {}
- _TerrainColorTintStrenght("Color Tint Strenght", Range(1, 0)) = 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)
- _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
- _HeightmapBlending("", Float) = 1
- _Terrain_Parallax("", Float) = 0
- _Tracks("", Float) = 0
- [KeywordEnum(Two, Four, Eight, Sixteen)] _Layers("Layers",int) = 2
- }
- HLSLINCLUDE
- #pragma target 4.5
- #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
- #pragma shader_feature _COLOR_RED _COLOR_GREEN _COLOR_BLUE
- // Terrain builtin keywords
- #pragma shader_feature_local _TERRAIN_8_LAYERS
- #define _NORMALMAP
- #define _MASKMAP
- #pragma shader_feature_local _SPECULAR_OCCLUSION_NONE
- // Sample normal in pixel shader when doing instancing
- #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
- #pragma shader_feature_local _DISABLE_DECALS
- #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
- //enable GPU instancing support
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma multi_compile _ _ALPHATEST_ON
- // All our shaders use same name for entry point
- #pragma vertex Vert
- #pragma fragment Frag
- // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
- #define _DEFERRED_CAPABLE_MATERIAL
- // InTerra Keywords
- #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR
- #pragma shader_feature_local_fragment _TERRAIN_DISTANCEBLEND
- #pragma shader_feature_local __ _LAYERS_TWO _LAYERS_EIGHT _LAYERS_SIXTEEN
- #define INTERRA_TERRAIN
-
- #include "InTerra_TerrainLit_Splatmap_Includes.hlsl"
- ENDHLSL
- SubShader
- {
- PackageRequirements { "com.unity.render-pipelines.high-definition":"[12.0,13.99.99]" }
- // This tags allow to use the shader replacement features
- Tags
- {
- "RenderPipeline" = "HDRenderPipeline"
- "RenderType" = "Opaque"
- "SplatCount" = "16"
- "MaskMapR" = "Metallic"
- "MaskMapG" = "AO"
- "MaskMapB" = "Height"
- "MaskMapA" = "Smoothness"
- "DiffuseA" = "Smoothness (becomes Density when Mask map is assigned)" // when MaskMap is disabled
- "DiffuseA_MaskMapUsed" = "Density" // when MaskMap is enabled
- "TerrainCompatible" = "True"
- }
- // 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
- #pragma multi_compile _ DEBUG_DISPLAY
- #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_OFF 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 _ DECAL_SURFACE_GRADIENT
- #pragma multi_compile_fragment _ LIGHT_LAYERS
- #define SHADERPASS SHADERPASS_GBUFFER
- #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl"
- #include "InTerra_TerrainLitTemplate.hlsl"
- #include "InTerra_TerrainLit_Splatmap.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
- // 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
- #pragma shader_feature EDITOR_VISUALIZATION
- #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl"
- #include "InTerra_TerrainLitTemplate.hlsl"
- #include "InTerra_TerrainLit_Splatmap.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- Cull[_CullMode]
- ZClip [_ZClip]
- ZWrite On
- ZTest LEqual
- ColorMask 0
- HLSLPROGRAM
- #define SHADERPASS SHADERPASS_SHADOWS
- #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl"
- #include "InTerra_TerrainLitTemplate.hlsl"
- #include "InTerra_TerrainLit_Splatmap.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
- // 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_fragment _ WRITE_DECAL_BUFFER
- #pragma multi_compile _ WRITE_MSAA_DEPTH
- #define SHADERPASS SHADERPASS_DEPTH_ONLY
- #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl"
- #include "InTerra_TerrainLitTemplate.hlsl"
- #ifdef WRITE_NORMAL_BUFFER
- #if defined(_NORMALMAP)
- #define OVERRIDE_SPLAT_SAMPLER_NAME sampler_Normal0
- #elif defined(_MASKMAP)
- #define OVERRIDE_SPLAT_SAMPLER_NAME sampler_Mask0
- #endif
- #endif
- #include "InTerra_TerrainLit_Splatmap.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
- #pragma multi_compile _ DEBUG_DISPLAY
- #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_OFF 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
- #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
- // Supported shadow modes per light type
- #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_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_Splatmap.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "SceneSelectionPass"
- Tags { "LightMode" = "SceneSelectionPass" }
- Cull Off
- HLSLPROGRAM
- #pragma editor_sync_compilation
- #define SHADERPASS SHADERPASS_DEPTH_ONLY
- #define SCENESELECTIONPASS
- #include "InTerra_HDRP_DefinedGlobalKeywords.hlsl"
- #include "InTerra_TerrainLitTemplate.hlsl"
- #include "InTerra_TerrainLit_Splatmap.hlsl"
- ENDHLSL
- }
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- }
- Dependency "BaseMapShader" = "Hidden/InTerra/HDRP/TerrainLit_Basemap"
- Dependency "BaseMapGenShader" = "Hidden/InTerra/HDRP/TerrainLit_BasemapGen"
- CustomEditor "InTerra.InTerra_TerrainShaderGUI"
- }
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