Shader "Digger/URP/Mesh-Pass0" { Properties { [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0 _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0 // Layer count is passed down to guide height-blend enable/disable, due // to the fact that heigh-based blend will be broken with multipass. [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0 // set by terrain engine [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {} [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {} [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {} [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {} [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5 [HideInInspector] _LayerHasMask0("LayerHasMask 0", Range(0.0, 1.0)) = 0 [HideInInspector] _LayerHasMask1("LayerHasMask 1", Range(0.0, 1.0)) = 0 [HideInInspector] _LayerHasMask2("LayerHasMask 2", Range(0.0, 1.0)) = 0 [HideInInspector] _LayerHasMask3("LayerHasMask 3", Range(0.0, 1.0)) = 0 [HideInInspector] _DiffuseRemapScale0("DiffuseRemapScale 0", Vector) = (1,1,1,1) [HideInInspector] _MaskMapRemapOffset0("MaskMapRemapOffset 0", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale0("MaskMapRemapScale 0", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale1("DiffuseRemapScale 1", Vector) = (1,1,1,1) [HideInInspector] _MaskMapRemapOffset1("MaskMapRemapOffset 1", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale1("MaskMapRemapScale 1", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale2("DiffuseRemapScale 2", Vector) = (1,1,1,1) [HideInInspector] _MaskMapRemapOffset2("MaskMapRemapOffset 2", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale2("MaskMapRemapScale 2", Vector) = (1,1,1,1) [HideInInspector] _DiffuseRemapScale3("DiffuseRemapScale 3", Vector) = (1,1,1,1) [HideInInspector] _MaskMapRemapOffset3("MaskMapRemapOffset 3", Vector) = (0,0,0,0) [HideInInspector] _MaskMapRemapScale3("MaskMapRemapScale 3", Vector) = (1,1,1,1) // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {} [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1) _NormalScale0("NormalScale 0", float) = 1.0 _NormalScale1("NormalScale 1", float) = 1.0 _NormalScale2("NormalScale 2", float) = 1.0 _NormalScale3("NormalScale 3", float) = 1.0 } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "DisableBatching" = "True" } Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 3.0 #pragma vertex SplatmapVert0 #pragma fragment SplatmapFragment #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _MASKMAP #include "DiggerURPMeshLitInput.hlsl" #include "DiggerURPMeshLitPasses.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "DiggerURPMeshLitInput.hlsl" #include "DiggerURPMeshLitPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #include "DiggerURPMeshLitInput.hlsl" #include "DiggerURPMeshLitPasses.hlsl" ENDHLSL } } Dependency "TerrainShader" = "Universal Render Pipeline/Terrain/Lit" Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)" Fallback "Hidden/Universal Render Pipeline/FallbackError" }