OldBlueWater/BlueWater/Assets/FlatKit/Shaders/StylizedSurface/TerrainLitAdd_DR.shader
2023-08-23 16:32:24 +09:00

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6.9 KiB
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Shader "Hidden/Flat Kit/Terrain/Lit (Add Pass)"
{
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
// 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" {}
/* start CurvedWorld */
//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
/* end CurvedWorld */
}
HLSLINCLUDE
#pragma multi_compile_fragment __ _ALPHATEST_ON
ENDHLSL
SubShader
{
Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
ENDHLSL
Pass
{
Name "TerrainAddLit"
Tags { "LightMode" = "UniversalForwardOnly" }
Blend One One
HLSLPROGRAM
#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment_DSTRM
// -------------------------------------
// Flat Kit
#pragma shader_feature_local __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
#pragma shader_feature_local DR_CEL_EXTRA_ON
#pragma shader_feature_local DR_GRADIENT_ON
#pragma shader_feature_local DR_SPECULAR_ON
#pragma shader_feature_local DR_RIM_ON
#pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
// -------------------------------------
// Universal Pipeline keywords
#if VERSION_GREATER_EQUAL(11, 0)
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#else
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#endif
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#if VERSION_GREATER_EQUAL(12, 0)
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#endif
#if UNITY_VERSION >= 202220
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#endif
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
#if UNITY_VERSION >= 202230
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
#else
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#endif
#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
#define FLATKIT_TERRAIN 1
// Detail map.
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
#include "LibraryUrp/StylizedInput.hlsl"
#include "LibraryUrp/Lighting_DR.hlsl"
#include "LibraryUrp/TerrainLitPasses_DR.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
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}