// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Splatmap/WCStandard-BaseGen" { Properties { [HideInInspector] _DstBlend("DstBlend", Float) = 0.0 _ColorMap("ColorMap (RGB)", 2D) = "white" _OffsetSize("Offset / Size", Vector) = (0,0,0,0) } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _Control; float4 _Control_ST; float4 _Control_TexelSize; float4 _Splat0_ST; float4 _Splat1_ST; float4 _Splat2_ST; float4 _Splat3_ST; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; float2 ComputeControlUV(float2 uv) { // adjust splatUVs so the edges of the terrain tile lie on pixel centers return (uv * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; } ENDCG Pass { Tags { "Name" = "_MainTex" "Format" = "RGBA32" "Size" = "1" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _ColorMap; sampler2D _Splat0, _Splat1, _Splat2, _Splat3; float _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3; float4 _OffsetSize; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float2 uv = TRANSFORM_TEX(v.texcoord, _Control); o.texcoord0 = ComputeControlUV(uv); o.texcoord1 = TRANSFORM_TEX(uv, _Splat0); o.texcoord2 = TRANSFORM_TEX(uv, _Splat1); o.texcoord3 = TRANSFORM_TEX(uv, _Splat2); o.texcoord4 = TRANSFORM_TEX(uv, _Splat3); return o; } float4 frag(v2f i) : SV_Target { float4 alpha = tex2D(_Control, (i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw); float4 splat0 = tex2D(_Splat0, i.texcoord1); float4 splat1 = tex2D(_Splat1, i.texcoord2); float4 splat2 = tex2D(_Splat2, i.texcoord3); float4 splat3 = tex2D(_Splat3, i.texcoord4); splat0.a *= _Smoothness0; splat1.a *= _Smoothness1; splat2.a *= _Smoothness2; splat3.a *= _Smoothness3; float4 albedoSmoothness = splat0 * alpha.x; albedoSmoothness += splat1 * alpha.y; albedoSmoothness += splat2 * alpha.z; albedoSmoothness += splat3 * alpha.w; return albedoSmoothness * float4(tex2D(_ColorMap, i.texcoord0.xy).rgb,1); } ENDCG } Pass { // _NormalMap pass will get ignored by terrain basemap generation code. Put here so that the VTC can use it to generate cache for normal maps. Tags { "Name" = "_NormalMap" "Format" = "A2R10G10B10" "Size" = "1" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _Normal0, _Normal1, _Normal2, _Normal3; float _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3; float4 _OffsetSize; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float2 uv = TRANSFORM_TEX(v.texcoord, _Control); o.texcoord0 = ComputeControlUV(uv); o.texcoord1 = TRANSFORM_TEX(uv, _Splat0); o.texcoord2 = TRANSFORM_TEX(uv, _Splat1); o.texcoord3 = TRANSFORM_TEX(uv, _Splat2); o.texcoord4 = TRANSFORM_TEX(uv, _Splat3); return o; } float4 frag(v2f i) : SV_Target { float4 alpha = tex2D(_Control, (i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw);(i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw; float3 normal = UnpackNormalWithScale(tex2D(_Normal0, i.texcoord1), _NormalScale0) * alpha.x; normal += UnpackNormalWithScale(tex2D(_Normal1, i.texcoord2), _NormalScale1) * alpha.y; normal += UnpackNormalWithScale(tex2D(_Normal2, i.texcoord3), _NormalScale2) * alpha.z; normal += UnpackNormalWithScale(tex2D(_Normal3, i.texcoord4), _NormalScale3) * alpha.w; return float4(normal.xyz * 0.5f + 0.5f, 1.0f); } ENDCG } Pass { Tags { "Name" = "_MetallicTex" "Format" = "R8" "Size" = "1/4" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag float _Metallic0, _Metallic1, _Metallic2, _Metallic3; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord0 = ComputeControlUV(TRANSFORM_TEX(v.texcoord, _Control)); return o; } float4 frag(v2f i) : SV_Target { float4 alpha = tex2D(_Control, i.texcoord0); float4 metallic = { _Metallic0 * alpha.x, 0, 0, 0 }; metallic.r += _Metallic1 * alpha.y; metallic.r += _Metallic2 * alpha.z; metallic.r += _Metallic3 * alpha.w; return metallic; } ENDCG } } Fallback Off }