Shader "NatureManufacture Shaders/TerrainLitNM Normal" { Properties { [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 [Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 // TODO: support tri-planar? // TODO: support more maps? //[HideInInspector] _TexWorldScale0("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale1("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale2("Tiling", Float) = 1.0 //[HideInInspector] _TexWorldScale3("Tiling", Float) = 1.0 // Following are builtin properties // Stencil state // Forward _metallicMap("_metallicMap", Int) = 0 [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // GBuffer [HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting [HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // Depth prepass [HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing [HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay // Blending state [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 [ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0 [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the behavior for GI [HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1) // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. [HideInInspector] _MainTex("Albedo", 2D) = "white" {} [HideInInspector] _Color("Color", Color) = (1,1,1,1) [HideInInspector] [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [HideInInspector] [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // Terrain builtin keywords #pragma shader_feature_local _TERRAIN_8_LAYERS #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #pragma shader_feature_local _SPECULAR_OCCLUSION_NONE #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT // Sample normal in pixel shader when doing instancing #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL //#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 //#pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3 #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma multi_compile_local _ _ALPHATEST_ON // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag int _metallicMap; #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Splatmap_Includes.hlsl" ENDHLSL SubShader { // This tags allow to use the shader replacement features Tags { "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "SplatCount" = "8" "MaskMapR" = "Metallic" "MaskMapG" = "AO" "MaskMapB" = "Height" "MaskMapA" = "Smoothness" "DiffuseA" = "Smoothness (becomes Density when Mask map is assigned)" // when MaskMap is disabled "DiffuseA_MaskMapUsed" = "Density" // when MaskMap is enabled } // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. Pass { Name "GBuffer" Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] ZTest [_ZTestGBuffer] Stencil { WriteMask [_StencilWriteMaskGBuffer] Ref [_StencilRefGBuffer] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ LIGHT_LAYERS #define SHADERPASS SHADERPASS_GBUFFER #include "TerrainLitTemplateNM.hlsl" #include "TerrainLit_SplatmapNM.hlsl" ENDHLSL } // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. //Pass //{ // Name "META" // Tags{ "LightMode" = "META" } // Cull Off // HLSLPROGRAM // // Lightmap memo // // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. // #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT // #include "TerrainLitTemplateNM.hlsl" // #include "TerrainLit_SplatmapNM.hlsl" // ENDHLSL //} /*Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #include "TerrainLitTemplateNM.hlsl" #include "TerrainLit_SplatmapNM.hlsl" ENDHLSL }*/ Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] // To be able to tag stencil with disableSSR information for forward Stencil { WriteMask [_StencilWriteMaskDepth] Ref [_StencilRefDepth] Comp Always Pass Replace } ZWrite On HLSLPROGRAM // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "TerrainLitTemplateNM.hlsl" #ifdef WRITE_NORMAL_BUFFER #if defined(_NORMALMAP) #define OVERRIDE_SPLAT_SAMPLER_NAME sampler_Normal0 #elif defined(_MASKMAP) #define OVERRIDE_SPLAT_SAMPLER_NAME sampler_Mask0 #endif #endif #include "TerrainLit_SplatmapNM.hlsl" ENDHLSL } Pass { Name "Forward" Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } // In case of forward we want to have depth equal for opaque mesh ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT // Supported shadow modes per light type #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #define MODIFY_BAKED_DIFFUSE_LIGHTING #include "TerrainLitTemplateNM.hlsl" #include "TerrainLit_SplatmapNM.hlsl" ENDHLSL } //Pass //{ // Name "SceneSelectionPass" // Tags { "LightMode" = "SceneSelectionPass" } // HLSLPROGRAM // #pragma editor_sync_compilation // #define SHADERPASS SHADERPASS_DEPTH_ONLY // #define SCENESELECTIONPASS // #include "TerrainLitTemplateNM.hlsl" // #include "TerrainLit_SplatmapNM.hlsl" // ENDHLSL //} //UsePass "Hidden/Nature/Terrain/Utilities/PICKING" } // Dependency "BaseMapShader" = "Hidden/HDRP/TerrainLit_Basemap" // Dependency "BaseMapGenShader" = "Hidden/HDRP/TerrainLit_BasemapGen" // CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI" }