#ifndef UNIVERSAL_MESH_LIT_PASSES_INCLUDED #define UNIVERSAL_MESH_LIT_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; half4 color : COLOR; half4 texcoord1 : TEXCOORD1; half4 texcoord2 : TEXCOORD2; half4 texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap half4 splatControl : TEXCOORD1; half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 bitangent : TEXCOORD5; // xyz: bitangent, w: viewDir.z half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light float3 positionWS : TEXCOORD7; float4 shadowCoord : TEXCOORD8; float4 clipPos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(Varyings IN, half3 normalTS, out InputData input) { input = (InputData)0; input.positionWS = IN.positionWS; half3 SH = half3(0, 0, 0); half3 viewDirWS = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w); input.normalWS = TransformTangentToWorld(normalTS, half3x3(-IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz)); SH = SampleSH(input.normalWS.xyz); #if SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif input.normalWS = NormalizeNormalPerPixel(input.normalWS); input.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) input.shadowCoord = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) input.shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else input.shadowCoord = float4(0, 0, 0, 0); #endif input.fogCoord = IN.fogFactorAndVertexLight.x; input.vertexLighting = IN.fogFactorAndVertexLight.yzw; input.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, input.normalWS); } #ifndef TERRAIN_SPLAT_BASEPASS half4 SampleTriplanar(float3 positionWS, half3 normal, Texture2D tex, SamplerState samp, half2 tile, half2 offset) { float2 y0 = positionWS.zy * tile + offset; float2 x0 = positionWS.xz * tile + offset; float2 z0 = positionWS.xy * tile + offset; half4 cX0 = SAMPLE_TEXTURE2D(tex, samp, y0); half4 cY0 = SAMPLE_TEXTURE2D(tex, samp, x0); half4 cZ0 = SAMPLE_TEXTURE2D(tex, samp, z0); half4 side0 = lerp(cX0, cZ0, abs(normal.z)); return lerp(side0, cY0, abs(normal.y)); } void SplatmapMix(float3 positionWS, float3 normal, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal) { half4 diffAlbedo[4]; diffAlbedo[0] = SampleTriplanar(positionWS, normal, _Splat0, sampler_Splat0, _Splat0_ST.xy, _Splat0_ST.zw); diffAlbedo[1] = SampleTriplanar(positionWS, normal, _Splat1, sampler_Splat0, _Splat1_ST.xy, _Splat1_ST.zw); diffAlbedo[2] = SampleTriplanar(positionWS, normal, _Splat2, sampler_Splat0, _Splat2_ST.xy, _Splat2_ST.zw); diffAlbedo[3] = SampleTriplanar(positionWS, normal, _Splat3, sampler_Splat0, _Splat3_ST.xy, _Splat3_ST.zw); // This might be a bit of a gamble -- the assumption here is that if the diffuseMap has no // alpha channel, then diffAlbedo[n].a = 1.0 (and _DiffuseHasAlphaN = 0.0) // Prior to coming in, _SmoothnessN is actually set to max(_DiffuseHasAlphaN, _SmoothnessN) // This means that if we have an alpha channel, _SmoothnessN is locked to 1.0 and // otherwise, the true slider value is passed down and diffAlbedo[n].a == 1.0. defaultSmoothness = half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a); defaultSmoothness *= half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); #ifndef _TERRAIN_BLEND_HEIGHT // density blending if(_NumLayersCount <= 4) { // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically) half4 opacityAsDensity = saturate((half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a) - (1 - splatControl)) * 20.0); opacityAsDensity += 0.001h * splatControl; // if all weights are zero, default to what the blend mask says half4 useOpacityAsDensityParam = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off splatControl = lerp(opacityAsDensity, splatControl, useOpacityAsDensityParam); } #endif // Now that splatControl has changed, we can compute the final weight and normalize weight = dot(splatControl, 1.0h); #ifdef TERRAIN_SPLAT_ADDPASS clip(weight <= 0.005h ? -1.0h : 1.0h); #endif #ifndef _TERRAIN_BASEMAP_GEN // Normalize weights before lighting and restore weights in final modifier functions so that the overal // lighting result can be correctly weighted. splatControl /= (weight + HALF_MIN); #endif mixedDiffuse = 0.0h; mixedDiffuse += diffAlbedo[0] * half4(_DiffuseRemapScale0.rgb * splatControl.rrr, 1.0h); mixedDiffuse += diffAlbedo[1] * half4(_DiffuseRemapScale1.rgb * splatControl.ggg, 1.0h); mixedDiffuse += diffAlbedo[2] * half4(_DiffuseRemapScale2.rgb * splatControl.bbb, 1.0h); mixedDiffuse += diffAlbedo[3] * half4(_DiffuseRemapScale3.rgb * splatControl.aaa, 1.0h); #ifdef _NORMALMAP half3 nrm = 0.0f; nrm += splatControl.r * UnpackNormalScale(SampleTriplanar(positionWS, normal, _Normal0, sampler_Normal0, _Splat0_ST.xy, _Splat0_ST.zw), _NormalScale0); nrm += splatControl.g * UnpackNormalScale(SampleTriplanar(positionWS, normal, _Normal1, sampler_Normal0, _Splat1_ST.xy, _Splat1_ST.zw), _NormalScale1); nrm += splatControl.b * UnpackNormalScale(SampleTriplanar(positionWS, normal, _Normal2, sampler_Normal0, _Splat2_ST.xy, _Splat2_ST.zw), _NormalScale2); nrm += splatControl.a * UnpackNormalScale(SampleTriplanar(positionWS, normal, _Normal3, sampler_Normal0, _Splat3_ST.xy, _Splat3_ST.zw), _NormalScale3); // avoid risk of NaN when normalizing. #if HAS_HALF nrm.z += 0.01h; #else nrm.z += 1e-5f; #endif mixedNormal = normalize(nrm.xyz); #endif } #endif #ifdef _TERRAIN_BLEND_HEIGHT void HeightBasedSplatModify(inout half4 splatControl, in half4 masks[4]) { // heights are in mask blue channel, we multiply by the splat Control weights to get combined height half4 splatHeight = half4(masks[0].b, masks[1].b, masks[2].b, masks[3].b) * splatControl.rgba; half maxHeight = max(splatHeight.r, max(splatHeight.g, max(splatHeight.b, splatHeight.a))); // Ensure that the transition height is not zero. half transition = max(_HeightTransition, 1e-5); // This sets the highest splat to "transition", and everything else to a lower value relative to that, clamping to zero // Then we clamp this to zero and normalize everything half4 weightedHeights = splatHeight + transition - maxHeight.xxxx; weightedHeights = max(0, weightedHeights); // We need to add an epsilon here for active layers (hence the blendMask again) // so that at least a layer shows up if everything's too low. weightedHeights = (weightedHeights + 1e-6) * splatControl; // Normalize (and clamp to epsilon to keep from dividing by zero) half sumHeight = max(dot(weightedHeights, half4(1, 1, 1, 1)), 1e-6); splatControl = weightedHeights / sumHeight.xxxx; } #endif void SplatmapFinalColor(inout half4 color, half fogCoord) { color.rgb *= color.a; #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord); #else color.rgb = MixFog(color.rgb, fogCoord); #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard Terrain shader Varyings GenericSplatmapVert(Attributes v, float4 control) { Varyings o = (Varyings)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz); o.splatControl = control; o.uvMainAndLM.xy = v.texcoord; o.uvMainAndLM.zw = v.texcoord;// * unity_LightmapST.xy + unity_LightmapST.zw; half3 viewDirWS = GetCameraPositionWS() - Attributes.positionWS; #if !SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0); VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent); o.normal = half4(normalInput.normalWS, viewDirWS.x); o.tangent = half4(normalInput.tangentWS, viewDirWS.y); o.bitangent = half4(normalInput.bitangentWS, viewDirWS.z); o.fogFactorAndVertexLight.x = ComputeFogFactor(Attributes.positionCS.z); o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normal.xyz); o.positionWS = Attributes.positionWS; o.clipPos = Attributes.positionCS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord(Attributes); #endif return o; } Varyings SplatmapVert0(Attributes v) { return GenericSplatmapVert(v, v.color); } Varyings SplatmapVert1(Attributes v) { return GenericSplatmapVert(v, v.texcoord1); } Varyings SplatmapVert2(Attributes v) { return GenericSplatmapVert(v, v.texcoord2); } Varyings SplatmapVert3(Attributes v) { return GenericSplatmapVert(v, v.texcoord3); } void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN) { masks[0] = 0.5h; masks[1] = 0.5h; masks[2] = 0.5h; masks[3] = 0.5h; #ifdef _MASKMAP masks[0] = lerp(masks[0], SampleTriplanar(IN.positionWS, IN.normal.xyz, _Mask0, sampler_Mask0, _Splat0_ST.xy, _Splat0_ST.zw), hasMask.x); masks[1] = lerp(masks[1], SampleTriplanar(IN.positionWS, IN.normal.xyz, _Mask1, sampler_Mask0, _Splat0_ST.xy, _Splat0_ST.zw), hasMask.y); masks[2] = lerp(masks[2], SampleTriplanar(IN.positionWS, IN.normal.xyz, _Mask2, sampler_Mask0, _Splat0_ST.xy, _Splat0_ST.zw), hasMask.z); masks[3] = lerp(masks[3], SampleTriplanar(IN.positionWS, IN.normal.xyz, _Mask3, sampler_Mask0, _Splat0_ST.xy, _Splat0_ST.zw), hasMask.w); #endif masks[0] *= _MaskMapRemapScale0.rgba; masks[0] += _MaskMapRemapOffset0.rgba; masks[1] *= _MaskMapRemapScale1.rgba; masks[1] += _MaskMapRemapOffset1.rgba; masks[2] *= _MaskMapRemapScale2.rgba; masks[2] += _MaskMapRemapOffset2.rgba; masks[3] *= _MaskMapRemapScale3.rgba; masks[3] += _MaskMapRemapOffset3.rgba; } // Used in Standard Terrain shader half4 SplatmapFragment(Varyings IN) : SV_TARGET { half3 normalTS = half3(0.0h, 0.0h, 1.0h); half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3); half4 masks[4]; ComputeMasks(masks, hasMask, IN); half4 splatControl = IN.splatControl; #ifdef _TERRAIN_BLEND_HEIGHT // disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization) if (_NumLayersCount <= 4) HeightBasedSplatModify(splatControl, masks); #endif half weight; half4 mixedDiffuse; half4 defaultSmoothness; SplatmapMix(IN.positionWS, IN.normal.xyz, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS); half3 albedo = mixedDiffuse.rgb; half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3); half4 defaultOcclusion = half4(_MaskMapRemapScale0.g, _MaskMapRemapScale1.g, _MaskMapRemapScale2.g, _MaskMapRemapScale3.g) + half4(_MaskMapRemapOffset0.g, _MaskMapRemapOffset1.g, _MaskMapRemapOffset2.g, _MaskMapRemapOffset3.g); half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a); defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask); half smoothness = dot(splatControl, defaultSmoothness); half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r); defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask); half metallic = dot(splatControl, defaultMetallic); half4 maskOcclusion = half4(masks[0].g, masks[1].g, masks[2].g, masks[3].g); defaultOcclusion = lerp(defaultOcclusion, maskOcclusion, hasMask); half occlusion = dot(splatControl, defaultOcclusion); half alpha = weight; InputData inputData; InitializeInputData(IN, normalTS, inputData); half4 color = UniversalFragmentPBR(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha); SplatmapFinalColor(color, inputData.fogCoord); return half4(color.rgb, 1.0h); } // Shadow pass // x: global clip space bias, y: normal world space bias float3 _LightDirection; struct AttributesLean { float4 position : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsLean { float4 clipPos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; VaryingsLean ShadowPassVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; float3 positionWS = TransformObjectToWorld(v.position.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normalOS); float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif o.clipPos = clipPos; return o; } half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET { return 0; } // Depth pass VaryingsLean DepthOnlyVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.clipPos = TransformObjectToHClip(v.position.xyz); return o; } half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET { return 0; } #endif