644 lines
26 KiB
Plaintext
644 lines
26 KiB
Plaintext
Shader "Lux URP/Terrain/Mesh Terrain"
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{
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Properties
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{
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[HeaderHelpLuxURP_URL(v7hplahjb13)]
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[Header(Surface Options)]
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[Space(5)]
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[ToggleOff(_RECEIVE_SHADOWS_OFF)]
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_ReceiveShadows ("Receive Shadows", Float) = 1.0
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[Header(Surface Inputs)]
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[Space(5)]
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[Toggle(_NORMALMAP)]
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_ApplyNormal ("Enable Normal Maps", Float) = 1.0
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[Toggle(_TOPDOWNPROJECTION)]
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_ApplyTopDownProjection ("Enable Top Down Projection", Float) = 0.0
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_TopDownTiling (" Tiling in World Space", Float) = 1.0
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[Space(10)]
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[NoScaleOffset] _DetailA0 ("Detail 0 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
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[NoScaleOffset] _Normal0 (" Normal 0", 2D) = "bump" {}
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[NoScaleOffset] _DetailA1 ("Detail 1 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
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[NoScaleOffset] _Normal1 (" Normal 1", 2D) = "bump" {}
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[NoScaleOffset] _DetailA2 ("Detail 2 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
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[NoScaleOffset] _Normal2 (" Normal 2", 2D) = "bump" {}
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[NoScaleOffset] _DetailA3 ("Detail 3 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
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[NoScaleOffset] _Normal3 (" Normal 3", 2D) = "bump" {}
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[Space(10)]
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[Toggle(_USEVERTEXCOLORS)]
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_VertexColors ("Use Vertex Colors", Float) = 0.0
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[NoScaleOffset] _SplatMap ("Splat Map (RGB)", 2D) = "red" {}
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[Space(10)]
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[LuxURPVectorTwoDrawer] _SplatTiling("Detail Tiling (UV)", Vector) = (1,1,0,0)
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_Specular("Specular", Color) = (0.2,0.2,0.2,0)
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_Occlusion("Occlusion", Range(0, 1)) = 0
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[Header(Advanced)]
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[Space(5)]
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[ToggleOff]
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_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
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[ToggleOff]
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_EnvironmentReflections ("Environment Reflections", Float) = 1.0
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}
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// HLSLINCLUDE
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// ENDHLSL
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SubShader
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{
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Tags
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{
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"RenderPipeline" = "UniversalPipeline"
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"RenderType"="Opaque"
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"Queue"="Geometry-100"
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}
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Pass
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{
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Tags{"LightMode" = "UniversalForward"}
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Blend One Zero
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Cull Back
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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// Tell Polybrush that this shader supports 4 texture channels
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#define Z_TEXTURE_CHANNELS 4
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#define Z_MESH_ATTRIBUTES COLOR
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _TOPDOWNPROJECTION
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#pragma shader_feature_local _USEVERTEXCOLORS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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//#define _NORMALMAP 1
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#define _SPECULAR_SETUP 1
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float2 _SplatTiling;
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float4 _Specular;
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float _Occlusion;
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half _TopDownTiling;
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CBUFFER_END
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TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize;
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TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0); float4 _Normal0_TexelSize;
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TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize;
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TEXTURE2D(_Normal1); float4 _Normal1_TexelSize;
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TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize;
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TEXTURE2D(_Normal2); float4 _Normal2_TexelSize;
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TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize;
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TEXTURE2D(_Normal3); float4 _Normal3_TexelSize;
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TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize;
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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#if defined(_USEVERTEXCOLORS)
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half4 color : COLOR;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 0);
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half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float3 normalWS : TEXCOORD3;
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float3 viewDirWS : TEXCOORD4;
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#ifdef _NORMALMAP
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float4 tangentWS : TEXCOORD5;
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#endif
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float3 positionWS : TEXCOORD6;
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float2 uv0 : TEXCOORD7;
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#if defined(_USEVERTEXCOLORS)
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half4 color : COLOR;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert (VertexInput input)
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{
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VertexOutput output = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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output.uv0 = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionWS = vertexInput.positionWS;
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// already normalized from normal transform to WS.
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output.normalWS = normalInput.normalWS;
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//output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
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output.viewDirWS = viewDirWS;
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#ifdef _NORMALMAP
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float sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
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#endif
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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#if defined(_USEVERTEXCOLORS)
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output.color = input.color;
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#endif
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return output;
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}
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// Surface function which has full access to all vertex interpolators
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inline void InitializeStandardLitSurfaceData(VertexOutput input, out SurfaceData outSurfaceData, out half3 topdownNormal)
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{
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topdownNormal = 0;
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float2 detailUV = input.uv0 * _SplatTiling;
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half4 splatControl = 0;
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#if defined(_USEVERTEXCOLORS)
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splatControl = input.color;
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#else
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splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0.xy).rgb;
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#endif
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splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
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#if defined(_TOPDOWNPROJECTION)
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float2 uvWS = input.positionWS.xz * _TopDownTiling;
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half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r;
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#else
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half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r;
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#endif
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albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g;
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albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b;
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albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a;
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half3 normalTS = 0;
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#if defined(_NORMALMAP)
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half4 nrm = 0.0h;
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#if defined(_TOPDOWNPROJECTION)
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topdownNormal = UnpackNormal (SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, uvWS));
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// Without safe normalization of gba normals are off withing the blend range.
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splatControl.gba /= dot( max(splatControl.gba, half3(0.0001h, 0.0001h, 0.0001h)), half3(1.0h,1.0h,1.0h));
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#else
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nrm = SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, detailUV) * splatControl.r;
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#endif
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nrm += SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, detailUV) * splatControl.g;
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nrm += SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, detailUV) * splatControl.b;
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nrm += SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, detailUV) * splatControl.a;
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normalTS = UnpackNormal(nrm);
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#endif
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#if defined(_TOPDOWNPROJECTION) && defined(_NORMALMAP)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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normalTS = normalize(TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)));
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// We use Reoriented Normal Mapping to bring the the top down normal into world space
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half3 n1 = /*normalize*/(input.normalWS.xzy);
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half3 n2 = topdownNormal.xyz;
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n1.z += 1.0h;
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n2.xy *= -1.0h;
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half3 topDownNormalWS = n1 * dot(n1, n2) / n1.z - n2;
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topDownNormalWS = topDownNormalWS.xzy;
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// Finally we blend both normals in world space
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normalTS = normalize(normalTS * (1.0h - splatControl.r) + topDownNormalWS * splatControl.r);
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#endif
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outSurfaceData.albedo = albedoAlpha.rgb;
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outSurfaceData.smoothness = albedoAlpha.a;
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outSurfaceData.normalTS = normalTS;
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outSurfaceData.emission = 0;
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outSurfaceData.metallic = 0;
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outSurfaceData.specular = _Specular.rgb;
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outSurfaceData.occlusion = 1.0h - _Occlusion;
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outSurfaceData.alpha = 1;
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}
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half4 frag (VertexOutput input ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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SurfaceData surfaceData;
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half3 topdownNormal;
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half topnormalstrength;
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// Get the surface description
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InitializeStandardLitSurfaceData(input, surfaceData, topdownNormal);
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// Transfer all to world space
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InputData inputData;
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inputData.positionWS = input.positionWS;
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half3 viewDirWS = SafeNormalize(input.viewDirWS);
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#ifdef _NORMALMAP
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#if !defined(_TOPDOWNPROJECTION)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
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#else
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inputData.normalWS = surfaceData.normalTS;
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#endif
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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half4 color = UniversalFragmentPBR(
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inputData,
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surfaceData.albedo,
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surfaceData.metallic,
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surfaceData.specular,
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surfaceData.smoothness,
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surfaceData.occlusion,
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surfaceData.emission,
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surfaceData.alpha);
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// Computes fog factor per-vertex
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color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x);
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#if _AlphaClip
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clip(Alpha - AlphaClipThreshold);
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#endif
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return color;
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}
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On ZTest LEqual
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Cull Back
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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//#define _NORMALMAP 1
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#define _SPECULAR_SETUP 1
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float2 _SplatTiling;
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float4 _Specular;
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float _Occlusion;
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half _TopDownTiling;
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CBUFFER_END
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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float3 _LightDirection;
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VertexOutput ShadowPassVertex(VertexInput input)
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{
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VertexOutput output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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// Needs Shadows.hlsl
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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output.positionCS = positionCS;
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return output;
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}
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half4 ShadowPassFragment(VertexOutput input ) : SV_TARGET
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{
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UNITY_SETUP_INSTANCE_ID(input);
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return 0;
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float2 _SplatTiling;
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float4 _Specular;
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float _Occlusion;
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half _TopDownTiling;
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CBUFFER_END
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struct VertexInput
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VertexOutput vert(VertexInput input)
|
|
{
|
|
VertexOutput output = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
return output;
|
|
}
|
|
|
|
half4 frag(VertexOutput input ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// This pass it not used during regular rendering, only for lightmap baking.
|
|
Pass
|
|
{
|
|
Name "Meta"
|
|
Tags{"LightMode" = "Meta"}
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
// Tell Polybrush that this shader supports 4 texture channels
|
|
#define Z_TEXTURE_CHANNELS 4
|
|
#define Z_MESH_ATTRIBUTES COLOR
|
|
|
|
// Required to compile gles 2.0 with standard srp library
|
|
#pragma prefer_hlslcc gles
|
|
#pragma exclude_renderers d3d11_9x
|
|
#pragma target 2.0
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
//#define _NORMALMAP 1
|
|
#define _SPECULAR_SETUP 1
|
|
|
|
#pragma shader_feature_local _TOPDOWNPROJECTION
|
|
#pragma shader_feature_local _USEVERTEXCOLORS
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float2 _SplatTiling;
|
|
float4 _Specular;
|
|
float _Occlusion;
|
|
half _TopDownTiling;
|
|
CBUFFER_END
|
|
|
|
TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize;
|
|
TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize;
|
|
TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize;
|
|
TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize;
|
|
TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize;
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float2 texcoord : TEXCOORD0;
|
|
float2 lightmapUV : TEXCOORD1;
|
|
|
|
#if defined(_USEVERTEXCOLORS)
|
|
half4 color : COLOR;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
float3 positionWS : TEXCOORD2;
|
|
|
|
#if defined(_USEVERTEXCOLORS)
|
|
half4 color : COLOR;
|
|
#endif
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VertexOutput vert(VertexInput input)
|
|
{
|
|
VertexOutput output = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.positionWS = mul(UNITY_MATRIX_M, input.positionOS).xyz;
|
|
output.uv0 = input.texcoord;
|
|
output.uv1 = input.lightmapUV;
|
|
output.positionCS = MetaVertexPosition(input.positionOS, input.lightmapUV, input.lightmapUV, unity_LightmapST, unity_DynamicLightmapST);
|
|
|
|
#if defined(_USEVERTEXCOLORS)
|
|
output.color = input.color;
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
half4 frag(VertexOutput input ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
float2 detailUV = input.uv0 * _SplatTiling;
|
|
half4 splatControl = 0;
|
|
#if defined(_USEVERTEXCOLORS)
|
|
splatControl = input.color;
|
|
splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
|
|
#else
|
|
splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0).rgb;
|
|
splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
|
|
#endif
|
|
|
|
|
|
#if defined(_TOPDOWNPROJECTION)
|
|
float2 uvWS = input.positionWS.xz * _TopDownTiling;
|
|
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r;
|
|
#else
|
|
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r;
|
|
#endif
|
|
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g;
|
|
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b;
|
|
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a;
|
|
|
|
#if _AlphaClip
|
|
// clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = albedoAlpha.rgb;
|
|
metaInput.Emission = 0;
|
|
|
|
return MetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
FallBack "Hidden/InternalErrorShader"
|
|
} |