Shader "HDRP/WC TerrainLit" { Properties { [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 [HideInInspector] [Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 // TODO: support tri-planar? // TODO: support more maps? //[HideInInspector] _TexWorldScale0("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale1("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale2("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale3("Tiling", 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] [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 _ColorMap("ColorMap (RGB)", 2D) = "white" {} _OffsetSize("Offset / Size", Vector) = (0,0,0,0) } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // Terrain builtin keywords #pragma shader_feature_local _TERRAIN_8_LAYERS #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #pragma shader_feature_local _SPECULAR_OCCLUSION_NONE #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL //#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3 #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 #pragma shader_feature HDRP_ENABLED #ifdef HDRP_ENABLED // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #define _DEFERRED_CAPABLE_MATERIAL #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap_Includes.hlsl" #else float4 Vert() : SV_POSITION { return float4(0,0,0,1); } float4 Frag() : SV_TARGET { return float4(0,0,0,1); } #endif ENDHLSL SubShader { // This tags allow to use the shader replacement features Tags { "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "SplatCount" = "8" "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 } // Depending on virtual texturing, light layers buffer can be put in slot 4 or 5 // When using decal layers, we must make sure we don't write to RGB channels ColorMask[_LightLayersMaskBuffer4] 4 ColorMask[_LightLayersMaskBuffer5] 5 HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #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 #ifdef HDRP_ENABLED #define SHADERPASS SHADERPASS_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl" #include "TerrainLit_Splatmap.hlsl" #endif 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 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap // 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. #ifdef HDRP_ENABLED #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #pragma shader_feature EDITOR_VISUALIZATION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl" #include "TerrainLit_Splatmap.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag #ifdef HDRP_ENABLED #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl" #include "TerrainLit_Splatmap.hlsl" #endif 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 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap // 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 #ifdef HDRP_ENABLED #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/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 "TerrainLit_Splatmap.hlsl" #endif 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 only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #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 #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #ifdef HDRP_ENABLED #define SHADERPASS SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl" #include "TerrainLit_Splatmap.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } Cull Off HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #ifdef HDRP_ENABLED #pragma editor_sync_compilation #define SHADERPASS SHADERPASS_DEPTH_ONLY #define SCENESELECTIONPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplate.hlsl" #include "TerrainLit_Splatmap.hlsl" #endif ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" } SubShader { // This tags allow to use the shader replacement features Tags { "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "SplatCount" = "8" "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" } Pass { Name "IndirectDXR" Tags{ "LightMode" = "IndirectDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT // multi compile that allows us to strip the recursive code #pragma multi_compile _ MULTI_BOUNCE_INDIRECT #define SHADOW_LOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "TerrainLit_Splatmap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" #endif ENDHLSL } Pass { Name "ForwardDXR" Tags{ "LightMode" = "ForwardDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD // multi compile that allows us to strip the recursive code #define SHADOW_LOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "TerrainLit_Splatmap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" #endif ENDHLSL } Pass { Name "GBufferDXR" Tags{ "LightMode" = "GBufferDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER #pragma multi_compile _ MINIMAL_GBUFFER #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "TerrainLit_Splatmap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" #endif ENDHLSL } Pass { Name "VisibilityDXR" Tags{ "LightMode" = "VisibilityDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "TerrainLit_Splatmap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" #endif ENDHLSL } Pass { Name "DebugDXR" Tags{ "LightMode" = "DebugDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingDebug.hlsl" #endif ENDHLSL } Pass { Name "PathTracingDXR" Tags{ "LightMode" = "PathTracingDXR" } HLSLPROGRAM #ifdef HDRP_ENABLED #pragma only_renderers d3d11 xboxseries ps5 #pragma raytracing surface_shader #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_PATH_TRACING #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE #ifdef SENSORSDK_OVERRIDE_REFLECTANCE #define SENSORSDK_ENABLE_LIDAR #endif // This is just because it needs to be defined, shadow maps are not used. #define SHADOW_LOW // For all single-sided, refractive materials, we want to force a thin refraction model. #if !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE)) #undef _REFRACTION_PLANE #undef _REFRACTION_SPHERE #define _REFRACTION_THIN #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitTemplateRayTracing.hlsl" #include "TerrainLit_Splatmap.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" #endif ENDHLSL } } Dependency "BaseMapShader" = "Hidden/HDRP/WC_TerrainLit_Basemap" Dependency "BaseMapGenShader" = "Hidden/HDRP/WC_TerrainLit_BasemapGen" FallBack "Hidden/HDRP/FallbackError" CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI" }