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

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Shader "Lux URP/Terrain/Lit"
{
Properties
{
[HeaderHelpLuxURP_URL(tbg083mgl1iw)]
// Lux specific properties
[Toggle(_NORMALMAP)]
_EnableNormalMap ("Enable Normal Map", Float) = 0.0
[Space(5)]
[Toggle(_TERRAIN_BLEND_HEIGHT)]
_EnableHeightBlend ("Enable Height Blend", Float) = 0.0
[NoScaleOffset] _HeightMaps (" Height Maps (RGBA)", 2D) = "grey" {}
_HeightTransition (" Height Transition", Range(0, 1.0)) = 0.0
[Toggle(_PARALLAX)]
_EnableParallax (" Enable Parallax", Float) = 0.0
_Parallax (" Parallax", Range(0.0, 0.1)) = 0.001
[Toggle(_PROCEDURALTEXTURING)]
_EnableProcedural ("Enable Procedural Texturing", Float) = 0.0
_ProceduralBlend (" Blend", Range(0.0, 1.0)) = 0.6
_ProceduralScale (" Scale", Range(0.5, 1.5)) = 1
_ProceduralTiling (" Size in World Space", Float) = 5
// 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
// set by terrain engine
[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
[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] _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)) = 0.5
[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
// used in fallback on old cards & base map
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
[Toggle(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)]
_EnableInstancedPerPixelNormal ("Enable Instanced per-pixel normal", Float) = 1.0
}
SubShader
{
Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "False"}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
// 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 SplatmapVert
#pragma fragment SplatmapFragment
//#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile __ _ALPHATEST_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options 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
#pragma shader_feature_local _PARALLAX
#pragma shader_feature_local _PROCEDURALTEXTURING
#include "Includes/TerrainLitInput.hlsl"
#include "Includes/TerrainLitPasses.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
HLSLPROGRAM
// 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 ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma multi_compile __ _ALPHATEST_ON
#include "Includes/TerrainLitInput.hlsl"
#include "Includes/TerrainLitPasses.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// 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 DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma multi_compile __ _ALPHATEST_ON
#include "Includes/TerrainLitInput.hlsl"
#include "Includes/TerrainLitPasses.hlsl"
ENDHLSL
}
UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
}
Dependency "AddPassShader" = "Hidden/Lux URP/Lit (Add Pass)"
Dependency "BaseMapShader" = "Lux URP/Terrain/Lit (Base Pass)"
Dependency "BaseMapGenShader" = "Hidden/Lux URP/Terrain/Lit (Basemap Gen)"
Fallback "Hidden/InternalErrorShader"
}