376 lines
17 KiB
Plaintext
376 lines
17 KiB
Plaintext
![]() |
Shader "FlatKit/Terrain"
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{
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Properties
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{
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[Space(10)]
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[KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
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_ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
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_ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
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[IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
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_CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
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_CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
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[Space(10)]
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[Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
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_ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
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_ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
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_FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
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[Space(10)]
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[Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
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[HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
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_FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
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[Space(10)]
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[Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
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[HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
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_FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
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_FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
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[Space(10)]
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[Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
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[HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
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_GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
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_GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
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_GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
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_LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
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_LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
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// Used to provide light direction to cel shading if all light in the scene is baked.
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[Space(5)]
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[Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override light direction", Int) = 0
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_LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
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_LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
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[HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
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[KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
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_UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
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_UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
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_UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
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// --------------------------------
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// --- From `TerrainLit.shader` ---
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// --------------------------------
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[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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// Layer count is passed down to guide height-blend enable/disable, due
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// to the fact that heigh-based blend will be broken with multipass.
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[HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
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// set by terrain engine
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[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
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[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
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[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
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[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
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[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
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[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
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[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
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[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
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[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
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[HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
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[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
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[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
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[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
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[HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
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[HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
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[HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
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// used in fallback on old cards & base map
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[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
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[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
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[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
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[ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
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/* start CurvedWorld */
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//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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/* end CurvedWorld */
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}
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HLSLINCLUDE
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#pragma multi_compile_fragment __ _ALPHATEST_ON
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ENDHLSL
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SubShader
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{
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Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForwardOnly" }
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex SplatmapVert
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#pragma fragment SplatmapFragment_DSTRM
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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// -------------------------------------
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// Flat Kit
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#pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
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#pragma shader_feature_local DR_CEL_EXTRA_ON
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#pragma shader_feature_local DR_GRADIENT_ON
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#pragma shader_feature_local DR_SPECULAR_ON
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#pragma shader_feature_local DR_RIM_ON
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#pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
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// -------------------------------------
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// Universal Pipeline keywords
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
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#if VERSION_GREATER_EQUAL(11, 0)
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#else
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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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#endif
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#if VERSION_GREATER_EQUAL(12, 0)
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#endif
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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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#if VERSION_GREATER_EQUAL(12, 0)
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// #pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#endif
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local_fragment _MASKMAP
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// Sample normal in pixel shader when doing instancing
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#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
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#define FLATKIT_TERRAIN 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "LibraryUrp/StylizedInput.hlsl"
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#include "LibraryUrp/Lighting_DR.hlsl"
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#include "LibraryUrp/TerrainLitPasses_DR.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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// Passes from `TerrainLit.shader`.
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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
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ColorMask 0
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
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#if VERSION_GREATER_EQUAL(12, 0)
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#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
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#else
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#endif
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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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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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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthNormalOnlyVertex
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#pragma fragment DepthNormalOnlyFragment
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#pragma shader_feature_local _NORMALMAP
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#if VERSION_GREATER_EQUAL(12, 1)
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
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#else
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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#endif
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
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#define SCENESELECTIONPASS
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
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/* start CurvedWorld */
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//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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//#define CURVEDWORLD_BEND_ID_1
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//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
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/* end CurvedWorld */
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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|
#pragma vertex TerrainVertexMeta
|
||
|
#pragma fragment TerrainFragmentMeta
|
||
|
|
||
|
#pragma multi_compile_instancing
|
||
|
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
|
||
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
#define _METALLICSPECGLOSSMAP 1
|
||
|
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
|
||
|
|
||
|
/* start CurvedWorld */
|
||
|
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
|
||
|
//#define CURVEDWORLD_BEND_ID_1
|
||
|
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
|
||
|
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
|
||
|
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
|
||
|
/* end CurvedWorld */
|
||
|
|
||
|
ENDHLSL
|
||
|
}
|
||
|
|
||
|
UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
|
||
|
}
|
||
|
Dependency "AddPassShader" = "Hidden/Flat Kit/Terrain/Lit (Add Pass)"
|
||
|
Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
|
||
|
Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
|
||
|
|
||
|
Fallback "Hidden/Universal Render Pipeline/FallbackError"
|
||
|
CustomEditor "FlatKit.TerrainEditor"
|
||
|
}
|