// 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" }