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KopMap/Assets/NatureManufacture Assets/WorldStreamer/Shaders/NMSmoothnessStandard-AddPass.shader
2025-09-02 18:55:19 +08:00

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/NatureManufacture Shaders/Splatmap/Standard-AddPassSmoothness" {
Properties{
[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
}
SubShader {
Tags {
"Queue" = "Geometry-99"
"IgnoreProjector"="True"
"RenderType" = "Opaque"
}
CGPROGRAM
#pragma surface surf Standard decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer fullforwardshadows nometa
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
#pragma multi_compile_fog
#pragma target 3.0
#include "UnityPBSLighting.cginc"
#pragma multi_compile_local __ _ALPHATEST_ON
#pragma multi_compile_local __ _NORMALMAP
#define TERRAIN_SPLAT_ADDPASS
#define TERRAIN_STANDARD_SHADER
#define TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
#include "TerrainSplatmapCommon.cginc"
half _Metallic0;
half _Metallic1;
half _Metallic2;
half _Metallic3;
half _Smoothness0;
half _Smoothness1;
half _Smoothness2;
half _Smoothness3;
void surf (Input IN, inout SurfaceOutputStandard 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.Albedo = mixedDiffuse.rgb;
// o.Smoothness = mixedDiffuse.a;
//o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
o.Alpha = weight;
o.Albedo = mixedDiffuse.a;
}
ENDCG
}
}