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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/TerrainShaders/Splats/AddPass.shader

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2024-08-23 15:49:34 +08:00
Shader "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass" {
Properties {
[HideInInspector] _Control ("Control (RGBA)", 2D) = "black" {}
[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" {}
}
CGINCLUDE
#pragma surface surf Lambert decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer
#pragma multi_compile_fog
#define TERRAIN_SPLAT_ADDPASS
#include "TerrainSplatmapCommon.cginc"
void surf(Input IN, inout SurfaceOutput o)
{
half4 splat_control;
half weight;
fixed4 mixedDiffuse;
SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
o.Albedo = mixedDiffuse.rgb;
o.Alpha = weight;
}
ENDCG
Category {
Tags {
"Queue" = "Geometry-99"
"IgnoreProjector"="True"
"RenderType" = "Opaque"
}
// TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices?
// Use two sub-shaders to simulate different features for different targets and still fallback correctly.
SubShader { // for sm3.0+ targets
CGPROGRAM
#pragma target 3.0
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
ENDCG
}
SubShader { // for sm2.0 targets
CGPROGRAM
ENDCG
}
}
Fallback off
}