﻿Shader "Hidden/Lux URP/Lit (Add Pass)"
{
    Properties
    {
        // set by terrain engine
        [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
        [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][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)) = 1.0
        [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
        [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
        [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0

        // used in fallback on old cards & base map
        [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
        [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
    }

//  NOTE: Here we skip alpha testing (this is the add pass) and fully rely on Ztesting (ZTest Equal)
    HLSLINCLUDE
        //#pragma multi_compile_fragment __ _ALPHATEST_ON
    ENDHLSL

    SubShader
    {
        Tags
        {
            "Queue" = "Geometry-99"
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "UniversalMaterialType" = "Lit"
            "IgnoreProjector" = "True"
        }


        Pass
        {
            Name "TerrainAddLit"
            Tags { "LightMode" = "UniversalForward" }
//  This handles deph and clip holes!
ZTest Equal
            Blend One One
            HLSLPROGRAM
            #pragma target 3.0

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            // -------------------------------------
            // Lightweight Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _CLUSTERED_RENDERING

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

            #pragma shader_feature_local _NORMALMAP

            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
            #define TERRAIN_SPLAT_ADDPASS

            #include "Includes/TerrainLitInput.hlsl"
            #include "Includes/TerrainLitPasses.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "GBuffer"
            Tags{"LightMode" = "UniversalGBuffer"}
//  This handles deph and clip holes!
ZTest Equal
            Blend One One

            HLSLPROGRAM
            #pragma exclude_renderers gles
            #pragma target 3.0
            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile _ _SHADOWS_SOFT
            
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK

            //#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _LIGHT_LAYERS

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
            #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED

            //#pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap

            //#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
            #pragma shader_feature_local _NORMALMAP
            //#pragma shader_feature_local _MASKMAP
            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
            #define TERRAIN_SPLAT_ADDPASS 1
            #define TERRAIN_GBUFFER 1

            #include "Includes/TerrainLitInput.hlsl"
            #include "Includes/TerrainLitPasses.hlsl"
            ENDHLSL
        }

    }
    Fallback "Hidden/InternalErrorShader"
}
