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

300 lines
11 KiB
GLSL

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"
}