Shader "Digger/HDRP/Mesh/Lit" { Properties { _Splat0("Layer 0", 2D) = "grey" {} _Splat1("Layer 1", 2D) = "grey" {} _Splat2("Layer 2", 2D) = "grey" {} _Splat3("Layer 3", 2D) = "grey" {} _Splat4("Layer 4", 2D) = "grey" {} _Splat5("Layer 5", 2D) = "grey" {} _Splat6("Layer 6", 2D) = "grey" {} _Splat7("Layer 7", 2D) = "grey" {} _Normal0("Normal 0", 2D) = "bump" {} _Normal1("Normal 1", 2D) = "bump" {} _Normal2("Normal 2", 2D) = "bump" {} _Normal3("Normal 3", 2D) = "bump" {} _Normal4("Normal 4", 2D) = "bump" {} _Normal5("Normal 5", 2D) = "bump" {} _Normal6("Normal 6", 2D) = "bump" {} _Normal7("Normal 7", 2D) = "bump" {} _Mask0("Mask 0", 2D) = "clear" {} _Mask1("Mask 1", 2D) = "clear" {} _Mask2("Mask 2", 2D) = "clear" {} _Mask3("Mask 3", 2D) = "clear" {} _Mask4("Mask 4", 2D) = "clear" {} _Mask5("Mask 5", 2D) = "clear" {} _Mask6("Mask 6", 2D) = "clear" {} _Mask7("Mask 7", 2D) = "clear" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic4("Metallic 4", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic5("Metallic 5", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic6("Metallic 6", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic7("Metallic 7", Range(0.0, 1.0)) = 0.0 _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.0 _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.0 _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.0 _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.0 _Smoothness4("Smoothness 4", Range(0.0, 1.0)) = 0.0 _Smoothness5("Smoothness 5", Range(0.0, 1.0)) = 0.0 _Smoothness6("Smoothness 6", Range(0.0, 1.0)) = 0.0 _Smoothness7("Smoothness 7", Range(0.0, 1.0)) = 0.0 _NormalScale0("NormalScale 0", float) = 1.0 _NormalScale1("NormalScale 1", float) = 1.0 _NormalScale2("NormalScale 2", float) = 1.0 _NormalScale3("NormalScale 3", float) = 1.0 _NormalScale4("NormalScale 4", float) = 1.0 _NormalScale5("NormalScale 5", float) = 1.0 _NormalScale6("NormalScale 6", float) = 1.0 _NormalScale7("NormalScale 7", float) = 1.0 _LayerHasMask0("LayerHasMask 0", float) = 0.0 _LayerHasMask1("LayerHasMask 1", float) = 0.0 _LayerHasMask2("LayerHasMask 2", float) = 0.0 _LayerHasMask3("LayerHasMask 3", float) = 0.0 _LayerHasMask4("LayerHasMask 4", float) = 0.0 _LayerHasMask5("LayerHasMask 5", float) = 0.0 _LayerHasMask6("LayerHasMask 6", float) = 0.0 _LayerHasMask7("LayerHasMask 7", float) = 0.0 _MaskMapRemapOffset0("MaskMapRemapOffset 0", Vector) = (0,0,0,0) _MaskMapRemapOffset1("MaskMapRemapOffset 1", Vector) = (0,0,0,0) _MaskMapRemapOffset2("MaskMapRemapOffset 2", Vector) = (0,0,0,0) _MaskMapRemapOffset3("MaskMapRemapOffset 3", Vector) = (0,0,0,0) _MaskMapRemapOffset4("MaskMapRemapOffset 4", Vector) = (0,0,0,0) _MaskMapRemapOffset5("MaskMapRemapOffset 5", Vector) = (0,0,0,0) _MaskMapRemapOffset6("MaskMapRemapOffset 6", Vector) = (0,0,0,0) _MaskMapRemapOffset7("MaskMapRemapOffset 7", Vector) = (0,0,0,0) _MaskMapRemapScale0("MaskMapRemapScale 0", Vector) = (1,1,1,1) _MaskMapRemapScale1("MaskMapRemapScale 1", Vector) = (1,1,1,1) _MaskMapRemapScale2("MaskMapRemapScale 2", Vector) = (1,1,1,1) _MaskMapRemapScale3("MaskMapRemapScale 3", Vector) = (1,1,1,1) _MaskMapRemapScale4("MaskMapRemapScale 4", Vector) = (1,1,1,1) _MaskMapRemapScale5("MaskMapRemapScale 5", Vector) = (1,1,1,1) _MaskMapRemapScale6("MaskMapRemapScale 6", Vector) = (1,1,1,1) _MaskMapRemapScale7("MaskMapRemapScale 7", Vector) = (1,1,1,1) _DiffuseRemapScale0("DiffuseRemapScale 0", Vector) = (1,1,1,1) _DiffuseRemapScale1("DiffuseRemapScale 1", Vector) = (1,1,1,1) _DiffuseRemapScale2("DiffuseRemapScale 2", Vector) = (1,1,1,1) _DiffuseRemapScale3("DiffuseRemapScale 3", Vector) = (1,1,1,1) _DiffuseRemapScale4("DiffuseRemapScale 4", Vector) = (1,1,1,1) _DiffuseRemapScale5("DiffuseRemapScale 5", Vector) = (1,1,1,1) _DiffuseRemapScale6("DiffuseRemapScale 6", Vector) = (1,1,1,1) _DiffuseRemapScale7("DiffuseRemapScale 7", Vector) = (1,1,1,1) [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 [HideInInspector] [Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 // Following are builtin properties // Stencil state // Forward [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 xboxseries vulkan metal switch // Terrain builtin keywords #define _TERRAIN_8_LAYERS #define _NORMALMAP #define _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 _ _ALPHATEST_ON #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_COLOR #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD2 #define ATTRIBUTES_NEED_TEXCOORD3 #define VARYINGS_NEED_TEXCOORD3 // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag // Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass #define _DEFERRED_CAPABLE_MATERIAL #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 "DisableBatching" = "True" } // 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_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT #pragma multi_compile_fragment _ LIGHT_LAYERS #define SHADERPASS SHADERPASS_GBUFFER #include "DiggerTerrainLitTemplate.hlsl" #include "DiggerTerrainLit_Splatmap.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 "DiggerTerrainLitTemplate.hlsl" #include "DiggerTerrainLit_Splatmap.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #include "DiggerTerrainLitTemplate.hlsl" #include "DiggerTerrainLit_Splatmap.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_DECAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "DiggerTerrainLitTemplate.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 "DiggerTerrainLit_Splatmap.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_fragment _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT // Supported shadow modes per light type #pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD #include "DiggerTerrainLitTemplate.hlsl" #include "DiggerTerrainLit_Splatmap.hlsl" ENDHLSL } } Dependency "BaseMapShader" = "Hidden/HDRP/TerrainLit_Basemap" Dependency "BaseMapGenShader" = "Hidden/HDRP/TerrainLit_BasemapGen" CustomEditor "UnityEditor.Rendering.HighDefinition.TerrainLitGUI" }