63 lines
1.9 KiB
Plaintext
63 lines
1.9 KiB
Plaintext
Shader "NatureManufacture Shaders/Terrain/StandardSmoothness" {
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Properties{
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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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[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
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[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
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}
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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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#pragma surface surf Standard vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows
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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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#include "UnityPBSLighting.cginc"
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#pragma multi_compile_local __ _ALPHATEST_ON
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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 SurfaceOutputStandard
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#include "TerrainSplatmapCommon.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 surf(Input IN, inout SurfaceOutputStandard o) {
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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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float3 normal = o.Normal;
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SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normal);
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o.Alpha = weight;
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o.Albedo = mixedDiffuse.a;
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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/NatureManufacture Shaders/Splatmap/Standard-AddPassSmoothness"
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//Fallback "Nature/Terrain/Diffuse"
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} |