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109 lines
5.3 KiB
GLSL

Shader "Digger/URP/Mesh-Pass3"
{
Properties
{
// 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) = "white" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
[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-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "DisableBatching" = "True" }
Pass
{
Name "TerrainAddLit"
Tags { "LightMode" = "UniversalForward" }
Blend One One
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 SplatmapVert3
#pragma fragment SplatmapFragment
// -------------------------------------
// 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
#define TERRAIN_SPLAT_ADDPASS
#include "DiggerURPMeshLitInput.hlsl"
#include "DiggerURPMeshLitPasses.hlsl"
ENDHLSL
}
}
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}