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