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3 years ago
// Modified version of Unity built-in shader.
Shader "Hidden/TerrainEngine/Splatmap/Digger/Cuttable-Triplanar-AddPass" {
Properties
{
// controls transparency to cut holes
_TerrainHolesTexture ("Transparency Map (RGBA)", 2D) = "white" {}
[HideInInspector] _TerrainWidthInv ("_TerrainWidthInv", float) = 1.0
[HideInInspector] _TerrainHeightInv ("_TerrainHeightInv", float) = 1.0
}
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
// needs more than 8 texcoords
#pragma exclude_renderers gles
#include "UnityPBSLighting.cginc"
#define _NORMALMAP
#define TERRAIN_SPLAT_ADDPASS
#define TERRAIN_STANDARD_SHADER
#define TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
#include "TerrainSplatmapCuttableTriplanar.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);
SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal);
o.Albedo = mixedDiffuse.rgb;
o.Alpha = weight;
o.Smoothness = mixedDiffuse.a;
o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
}
ENDCG
}
Fallback "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
}