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everellia/SheKnowsWhatYouAreToHerGame/Assets/WorldCreatorBridge/Content/Shaders/URP/TerrainLitAdd.shader

163 lines
7.1 KiB
Text

Shader "Hidden/Universal Render Pipeline/Terrain/WC_TerrainLit_Add"
{
Properties
{
// Layer count is passed down to guide height-blend enable/disable, due
// to the fact that height-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] _Splat3("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
[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][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] _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] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0
// used in fallback on old cards & base map
[HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
_ColorMap("ColorMap (RGB)", 2D) = "white" {}
_OffsetSize("Offset / Size", Vector) = (0,0,0,0)
}
HLSLINCLUDE
#pragma multi_compile_fragment __ _ALPHATEST_ON
#pragma shader_feature URP_ENABLED
ENDHLSL
SubShader
{
Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
Pass
{
Name "TerrainAddLit"
Tags { "LightMode" = "UniversalForward" }
Blend One One
HLSLPROGRAM
#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment
#ifdef URP_ENABLED
// -------------------------------------
// 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 _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _MASKMAP
// Sample normal in pixel shader when doing instancing
#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_SPLAT_ADDPASS
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "WCTerrainLitPasses.hlsl"
#else
float4 SplatmapVert() : SV_POSITION { return float4(0, 0, 0, 1);}
float4 SplatmapFragment() : SV_TARGET {return float4(0, 0, 0, 1);}
#endif
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
Blend One One
HLSLPROGRAM
#pragma exclude_renderers gles
#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment
#ifdef URP_ENABLED
// -------------------------------------
// 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 _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _LIGHT_LAYERS
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_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 norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _MASKMAP
// Sample normal in pixel shader when doing instancing
#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_SPLAT_ADDPASS 1
#define TERRAIN_GBUFFER 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "WCTerrainLitPasses.hlsl"
#else
float4 SplatmapVert() : SV_POSITION { return float4(0, 0, 0, 1);}
float4 SplatmapFragment() : SV_TARGET {return float4(0, 0, 0, 1);}
#endif
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}