InTerra_TerrainLitAdd.shader 9.6 KB

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  1. //NOTE! This file is based on Unity file "TerrainLitAdd.shader" which was used as a template for adding all the InTerra features.
  2. Shader "Hidden/InTerra/Lit (Add Pass)"
  3. {
  4. Properties
  5. {
  6. // Layer count is passed down to guide height-blend enable/disable, due
  7. // to the fact that heigh-based blend will be broken with multipass.
  8. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
  9. // set by terrain engine
  10. [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
  11. [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
  12. [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
  13. [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
  14. [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
  15. [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
  16. [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
  17. [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
  18. [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
  19. [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
  20. [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
  21. [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
  22. [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
  23. [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
  24. [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
  25. [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
  26. [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
  27. [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
  28. [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
  29. [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
  30. [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
  31. // used in fallback on old cards & base map
  32. [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
  33. [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
  34. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  35. //inTerra
  36. _HT_distance("Distance", vector) = (3,10,0,25)
  37. _HT_distance_scale("Scale", Range(0,0.5)) = 0.25
  38. _HT_cover("Cover strenght", Range(0,1)) = 0.6
  39. _Distance_HeightTransition("Distance Height blending Sharpness ", Range(0,60)) = 10
  40. _TriplanarSharpness("Triplanar Sharpness", Range(4,10)) = 9
  41. [HideInInspector] _TerrainSizeXZPosY("", Vector) = (0,0,0)
  42. [HideInInspector] _TriplanarOneToAllSteep("", Float) = 0
  43. }
  44. HLSLINCLUDE
  45. #pragma multi_compile_fragment __ _ALPHATEST_ON
  46. ENDHLSL
  47. SubShader
  48. {
  49. PackageRequirements { "com.unity.render-pipelines.universal":"[12.1,19.0]" }
  50. Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
  51. Pass
  52. {
  53. Name "TerrainAddLit"
  54. Tags { "LightMode" = "UniversalForward" }
  55. Blend One One
  56. HLSLPROGRAM
  57. #pragma target 3.0
  58. #pragma vertex SplatmapVert
  59. #pragma fragment SplatmapFragment
  60. #include "InTerra_URP_DefinedGlobalKeywords.hlsl"
  61. // -------------------------------------
  62. // Universal Pipeline keywords
  63. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  64. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  65. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  66. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  67. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  68. #pragma multi_compile _ SHADOWS_SHADOWMASK
  69. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  70. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  71. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  72. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  73. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  74. #ifdef UNITY_6000_1_OR_NEWER
  75. #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
  76. #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
  77. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  78. #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
  79. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  80. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
  81. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  82. #else
  83. #pragma multi_compile _ _CLUSTERED_RENDERING
  84. #pragma multi_compile _ _FORWARD_PLUS
  85. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  86. #pragma multi_compile_fog
  87. #endif
  88. #ifdef UNITY_2022_2_OR_NEWER
  89. #if (!defined(UNITY_COMPILER_DXC) && (defined(UNITY_PLATFORM_OSX) || defined(UNITY_PLATFORM_IOS))) || defined(SHADER_API_PS5)
  90. #if defined(SHADER_API_PS5) || defined(SHADER_API_METAL)
  91. #define SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER 1
  92. #pragma warning (disable : 3568) // unknown pragma ignored
  93. #pragma never_use_dxc metal
  94. #pragma dynamic_branch _ _FOVEATED_RENDERING_NON_UNIFORM_RASTER
  95. #pragma warning (default : 3568) // restore unknown pragma ignored
  96. #endif
  97. #endif
  98. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  99. #pragma target 4.5 _WRITE_RENDERING_LAYERS
  100. #endif
  101. // -------------------------------------
  102. // Unity defined keywords
  103. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  104. #pragma multi_compile _ LIGHTMAP_ON
  105. #pragma multi_compile_instancing
  106. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  107. #pragma shader_feature_local _NORMALMAP
  108. #pragma shader_feature_local _MASKMAP
  109. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  110. #define TERRAIN_SPLAT_ADDPASS
  111. // -------------------------------------
  112. // InTerra Keywords
  113. #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR
  114. #pragma shader_feature_local_fragment _TERRAIN_DISTANCEBLEND
  115. #pragma shader_feature_local_fragment __ _LAYERS_TWO _LAYERS_EIGHT
  116. #define INTERRA_TERRAIN
  117. #include "InTerra_TerrainLitInput.hlsl"
  118. #include "InTerra_TerrainLitPasses.hlsl"
  119. ENDHLSL
  120. }
  121. Pass
  122. {
  123. Name "GBuffer"
  124. Tags{"LightMode" = "UniversalGBuffer"}
  125. Blend One One
  126. HLSLPROGRAM
  127. #pragma exclude_renderers gles
  128. #pragma target 3.0
  129. #pragma vertex SplatmapVert
  130. #pragma fragment SplatmapFragment
  131. // -------------------------------------
  132. // Universal Pipeline keywords
  133. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  134. //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  135. //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  136. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  137. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  138. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  139. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  140. #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  141. // -------------------------------------
  142. // Unity defined keywords
  143. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  144. #pragma multi_compile _ LIGHTMAP_ON
  145. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  146. #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
  147. //#pragma multi_compile_fog
  148. #pragma multi_compile_instancing
  149. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  150. #pragma shader_feature_local _NORMALMAP
  151. #pragma shader_feature_local _MASKMAP
  152. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  153. #define TERRAIN_SPLAT_ADDPASS 1
  154. #define TERRAIN_GBUFFER 1
  155. // -------------------------------------
  156. // InTerra Keywords
  157. #pragma shader_feature_local __ _TERRAIN_TRIPLANAR_ONE _TERRAIN_TRIPLANAR
  158. #pragma shader_feature_local_fragment _TERRAIN_DISTANCEBLEND
  159. #pragma shader_feature_local_fragment __ _LAYERS_TWO _LAYERS_EIGHT
  160. #define INTERRA_TERRAIN
  161. #include "InTerra_URP_DefinedGlobalKeywords.hlsl"
  162. #include "InTerra_TerrainLitInput.hlsl"
  163. #include "InTerra_TerrainLitPasses.hlsl"
  164. ENDHLSL
  165. }
  166. }
  167. Fallback "Hidden/Universal Render Pipeline/FallbackError"
  168. }