Shader "NatureManufacture Shaders/Terrain/StandardAlbedo" { Properties { // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf NoLighting vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #pragma multi_compile_fog // needed because finalcolor oppresses fog code generation. #pragma target 3.0 #include "UnityPBSLighting.cginc" #pragma multi_compile_local __ _ALPHATEST_ON #pragma multi_compile_local __ _NORMALMAP #define TERRAIN_STANDARD_SHADER #define TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SURFACE_OUTPUT SurfaceOutput #include "TerrainSplatmapCommon.cginc" half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; void surf(Input IN, inout SurfaceOutput o) { half4 splat_control; half weight; fixed4 mixedDiffuse; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); float3 normal = o.Normal; SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normal); o.Alpha = weight; o.Emission = mixedDiffuse.rgb; } fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten) { return fixed4(0, 0, 0, 0); //half4(s.Albedo, s.Alpha); } ENDCG } Dependency "AddPassShader" = "NatureManufacture Shaders/Terrain/StandardAlbedoAddPass" Fallback "Nature/Terrain/Diffuse" }