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- // 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"
- }
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