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- //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"
- }
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