Files
KopMap/Assets/FlatKit/Shaders/StylizedSurface/Terrain.shader
2025-09-02 18:55:19 +08:00

152 lines
7.3 KiB
GLSL

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"
}