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