Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Terrain/Lux URP Terrain BaseMapGen.shader
2024-11-20 15:21:28 +01:00

171 lines
6.7 KiB
GLSL

Shader "Hidden/Lux URP/Terrain/Lit (Basemap Gen)"
{
Properties
{
// 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
[HideInInspector] _Control("AlphaMap", 2D) = "" {}
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
[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)) = 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
[NoScaleOffset] _HeightMaps (" Height Maps (RGBA)", 2D) = "grey" {}
[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
}
Subshader
{
HLSLINCLUDE
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
// #define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
#define _TERRAIN_BASEMAP_GEN
#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _MASKMAP
#include "Includes/TerrainLitInput.hlsl"
#include "Includes/TerrainLitPasses.hlsl"
ENDHLSL
Pass
{
Tags
{
"Name" = "_MainTex"
"Format" = "ARGB32"
"Size" = "1"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
Varyings Vert(Attributes IN)
{
Varyings output = (Varyings)0;
output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
output.uvMainAndLM.xy = IN.texcoord;
output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
return output;
}
half4 Frag(Varyings IN) : SV_Target
{
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
half4 splatControl;
half weight;
half4 mixedDiffuse = 0.0h;
half4 defaultSmoothness = 0.0h;
half4 masks[4];
float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
#ifdef _TERRAIN_BLEND_HEIGHT
half4 heights;
heights.x = SAMPLE_TEXTURE2D(_HeightMaps, sampler_Splat0, IN.uvSplat01.xy).r;
heights.y = SAMPLE_TEXTURE2D(_HeightMaps, sampler_Splat0, IN.uvSplat01.zw).g;
heights.z = SAMPLE_TEXTURE2D(_HeightMaps, sampler_Splat0, IN.uvSplat23.xy).b;
heights.w = SAMPLE_TEXTURE2D(_HeightMaps, sampler_Splat0, IN.uvSplat23.zw).a;
half height;
HeightBasedSplatModifyCombined(splatControl, heights, height);
#endif
SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
half smoothness = dot(splatControl, defaultSmoothness);
return half4(mixedDiffuse.rgb, smoothness);
}
ENDHLSL
}
// Not used, not tweaked...
Pass
{
Tags
{
"Name" = "_MetallicTex"
"Format" = "R8"
"Size" = "1/4"
"EmptyColor" = "FF000000"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
Varyings Vert(Attributes IN)
{
Varyings output = (Varyings)0;
output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
// This is just like the other in that it is from TerrainLitPasses
output.uvMainAndLM.xy = IN.texcoord;
output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
return output;
}
half4 Frag(Varyings IN) : SV_Target
{
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
half4 splatControl;
half weight;
half4 mixedDiffuse;
half4 defaultSmoothness;
half4 masks[4];
float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
half metallic = dot(splatControl, defaultMetallic);
return metallic;
}
ENDHLSL
}
}
}