Shader "FlatKit/Terrain" { Properties { /*---*/ _Color ("Main Color", Color) = (1,1,1,1) [Space(10)] [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1 _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5 _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05 _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0 [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0 _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {} _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {} [Space(10)] [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0 _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6 _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05 _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0 [Space(10)] [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0 [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1 _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0 [Space(10)] [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0 [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0 _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5 _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5 [Space(10)] [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0 [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0 _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0 _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0 _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0 _LightContribution("[FOLDOUT(Advanced Lighting){4}]Light Color Contribution", Range(0, 1)) = 0 // Used to provide light direction to cel shading if all light in the scene is baked. [Header(Override light direction)] [Toggle]_OverrideLightmapDir("[DR_ENABLE_LIGHTMAP_DIR]Enable", Int) = 0 _LightmapDirectionPitch("Pitch", Range(0, 360)) = 0 _LightmapDirectionYaw("Yaw", Range(0, 360)) = 0 [HideInInspector] _LightmapDirection("Override Light Direction", Vector) = (0, 1, 0, 0) [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0 _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2 _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056) _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0 /*---*/ // used in fallback on old cards & base map [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {} // From TerrainLit.hlsl [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 // 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 } // ----------------------------------------------- //_FLAT_KIT_BUILT_IN_BEGIN_ SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" } CGPROGRAM #include "DustyroomStylizedLighting.cginc" #pragma surface surfTerrain DustyroomStylized vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows #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 #define _TEXTUREBLENDINGMODE_MULTIPLY #pragma skip_variants POINT_COOKIE DIRECTIONAL_COOKIE #pragma require interpolators15 #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #pragma multi_compile_fog // needed because finalcolor oppresses fog code generation. #pragma target 3.0 // needs more than 8 texcoords #pragma exclude_renderers gles // Not using normal map on the terrain. // #pragma multi_compile_local __ _NORMALMAP #define TERRAIN_STANDARD_SHADER #define TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SURFACE_OUTPUT SurfaceOutputDustyroom #include "DustyroomTerrainSplatmapCommon.cginc" half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; void surfTerrain(Input IN, inout SurfaceOutputDustyroom o) { half4 c = SurfaceCore(IN.worldNormal, IN.worldPos, IN.lightDir, IN.viewDir); half4 splat_control; half weight; fixed4 mixedDiffuse; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb * c.rgb; o.Alpha = weight * c.a; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)); } ENDCG UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Standard-AddPass" Dependency "BaseMapShader" = "Hidden/TerrainEngine/Splatmap/Standard-Base" Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Standard-BaseGen" Fallback "Nature/Terrain/Diffuse" CustomEditor "StylizedSurfaceEditor" }