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- //NOTE! This file is based on Unity file "TerrainLitBase.shader" which was used as a template for adding all the InTerra features.
- Shader "Hidden/InTerra/Lit (Base Pass)"
- {
- Properties
- {
- [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
- _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
- _MetallicTex("Metallic, Occlusion, Splat01", 2D) = "black" {}
- _TriplanarTex("Triplanar Albedo(RGB), Smoothness(A)", 2D) = "black" {}
- _Triplanar_MetallicAO("Metallic, Occlusion", 2D) = "black" {}
- [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
- }
- 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" = "True"}
- LOD 200
- // ------------------------------------------------------------------
- // Forward pass. Shades all light in a single pass. GI + emission + Fog
- Pass
- {
- Name "ForwardLit"
- // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Pipeline
- Tags{"LightMode" = "UniversalForward"}
- HLSLPROGRAM
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #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 _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ _LIGHT_LAYERS
- #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 _ _LIGHT_COOKIES
- #pragma multi_compile _ _CLUSTERED_RENDERING
- #ifndef UNITY_6000_1_OR_NEWER
- #pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT
- #pragma multi_compile_fog
- #else
- #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
- #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
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- #define _NORMALMAP
- // Sample normal in pixel shader when doing instancing
- #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
- #define TERRAIN_SPLAT_BASEPASS 1
- #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR
- #define INTERRA_TERRAIN
- #include "InTerra_TerrainLitInput.hlsl"
- #include "InTerra_TerrainLitPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ColorMask 0
- HLSLPROGRAM
- #pragma target 4.5
- // Deferred Rendering Path does not support the OpenGL-based graphics API:
- // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
- #pragma exclude_renderers gles3 glcore
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #define INTERRA_TERRAIN
- #include "InTerra_TerrainLitInput.hlsl"
- #include "InTerra_TerrainLitPasses.hlsl"
- ENDHLSL
- }
- // ------------------------------------------------------------------
- // GBuffer pass. Does GI + emission. All additional lights are done deferred as well as fog
- Pass
- {
- Name "GBuffer"
- Tags{"LightMode" = "UniversalGBuffer"}
- HLSLPROGRAM
- #pragma exclude_renderers gles
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- // -------------------------------------
- // 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 _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile_fragment _ _LIGHT_LAYERS
- //#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #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_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- #define _NORMALMAP
- // Sample normal in pixel shader when doing instancing
- #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
- #define TERRAIN_SPLAT_BASEPASS 1
- #define TERRAIN_GBUFFER 1
- #define INTERRA_TERRAIN
- #include "InTerra_TerrainLitInput.hlsl"
- #include "InTerra_TerrainLitPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask R
- 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
- }
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
- ZWrite On
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma shader_feature_local _NORMALMAP
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.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 shader_feature EDITOR_VISUALIZATION
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
- ENDHLSL
- }
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- UsePass "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- }
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