Shader "Lux URP/Terrain/Mesh Terrain" { Properties { [HeaderHelpLuxURP_URL(v7hplahjb13)] [Header(Surface Options)] [Space(8)] [ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadows ("Receive Shadows", Float) = 1.0 [Header(Surface Inputs)] [Space(8)] [Toggle(_NORMALMAP)] _ApplyNormal ("Enable Normal Maps", Float) = 1.0 [Toggle(_TOPDOWNPROJECTION)] _ApplyTopDownProjection ("Enable Top Down Projection", Float) = 0.0 _TopDownTiling (" Tiling in World Space", Float) = 1.0 [Space(5)] [NoScaleOffset] _DetailA0 ("Detail 0 Albedo (RGB) Smoothness (A)", 2D) = "gray" {} [NoScaleOffset] _Normal0 (" Normal 0", 2D) = "bump" {} [NoScaleOffset] _DetailA1 ("Detail 1 Albedo (RGB) Smoothness (A)", 2D) = "gray" {} [NoScaleOffset] _Normal1 (" Normal 1", 2D) = "bump" {} [NoScaleOffset] _DetailA2 ("Detail 2 Albedo (RGB) Smoothness (A)", 2D) = "gray" {} [NoScaleOffset] _Normal2 (" Normal 2", 2D) = "bump" {} [NoScaleOffset] _DetailA3 ("Detail 3 Albedo (RGB) Smoothness (A)", 2D) = "gray" {} [NoScaleOffset] _Normal3 (" Normal 3", 2D) = "bump" {} [Space(5)] [Toggle(_USEVERTEXCOLORS)] _VertexColors ("Use Vertex Colors", Float) = 0.0 [NoScaleOffset] _SplatMap ("Splat Map (RGB)", 2D) = "red" {} [Space(5)] [LuxURPVectorTwoDrawer] _SplatTiling("Detail Tiling (UV)", Vector) = (1,1,0,0) _Specular("Specular", Color) = (0.2,0.2,0.2,0) _Occlusion("Occlusion", Range(0, 1)) = 0 [Header(Advanced)] [Space(8)] [ToggleOff] _SpecularHighlights ("Enable Specular Highlights", Float) = 1.0 [ToggleOff] _EnvironmentReflections ("Environment Reflections", Float) = 1.0 } // HLSLINCLUDE // #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // ENDHLSL SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry-100" } Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Blend One Zero Cull Back ZTest LEqual 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 // Tell Polybrush that this shader supports 4 texture channels #define Z_TEXTURE_CHANNELS 4 #define Z_MESH_ATTRIBUTES COLOR // ------------------------------------- // Material Keywords #define _SPECULAR_SETUP 1 #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _TOPDOWNPROJECTION #pragma shader_feature_local _USEVERTEXCOLORS #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // 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_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing // Does this make sense here? Well: maybe #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex vert #pragma fragment frag //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" CBUFFER_START(UnityPerMaterial) float2 _SplatTiling; float4 _Specular; float _Occlusion; half _TopDownTiling; CBUFFER_END TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize; TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0); float4 _Normal0_TexelSize; TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize; TEXTURE2D(_Normal1); float4 _Normal1_TexelSize; TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize; TEXTURE2D(_Normal2); float4 _Normal2_TexelSize; TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize; TEXTURE2D(_Normal3); float4 _Normal3_TexelSize; TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize; struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; #if defined(_USEVERTEXCOLORS) half4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 0); half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float3 normalWS : TEXCOORD3; float3 viewDirWS : TEXCOORD4; #ifdef _NORMALMAP float4 tangentWS : TEXCOORD5; #endif float3 positionWS : TEXCOORD6; float2 uv0 : TEXCOORD7; #if defined(_USEVERTEXCOLORS) half4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert (VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv0 = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionWS = vertexInput.positionWS; // Already normalized from normal transform to WS. output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; #ifdef _NORMALMAP float sign = input.tangentOS.w * GetOddNegativeScale(); output.tangentWS = float4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); OUTPUT_SH(output.normalWS.xyz, output.vertexSH); output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionCS = vertexInput.positionCS; #if defined(_USEVERTEXCOLORS) output.color = input.color; #endif return output; } // Surface function which has full access to all vertex interpolators inline void InitializeStandardLitSurfaceData(VertexOutput input, out SurfaceData outSurfaceData, out half3 topdownNormal) { topdownNormal = 0; float2 detailUV = input.uv0 * _SplatTiling; half4 splatControl = 0; #if defined(_USEVERTEXCOLORS) splatControl = input.color; #else splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0.xy).rgb; #endif splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b; #if defined(_TOPDOWNPROJECTION) float2 uvWS = input.positionWS.xz * _TopDownTiling; half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r; #else half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r; #endif albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g; albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b; albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a; half3 normalTS = 0; #if defined(_NORMALMAP) half4 nrm = 0.0h; #if defined(_TOPDOWNPROJECTION) topdownNormal = UnpackNormal (SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, uvWS)); // Without safe normalization of gba normals are off withing the blend range. splatControl.gba /= dot( max(splatControl.gba, half3(0.0001h, 0.0001h, 0.0001h)), half3(1.0h,1.0h,1.0h)); #else nrm = SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, detailUV) * splatControl.r; #endif nrm += SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, detailUV) * splatControl.g; nrm += SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, detailUV) * splatControl.b; nrm += SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, detailUV) * splatControl.a; normalTS = UnpackNormal(nrm); #endif #if defined(_TOPDOWNPROJECTION) && defined(_NORMALMAP) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); normalTS = normalize(TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz))); // We use Reoriented Normal Mapping to bring the the top down normal into world space half3 n1 = /*normalize*/(input.normalWS.xzy); half3 n2 = topdownNormal.xyz; n1.z += 1.0h; n2.xy *= -1.0h; half3 topDownNormalWS = n1 * dot(n1, n2) / n1.z - n2; topDownNormalWS = topDownNormalWS.xzy; // Finally we blend both normals in world space normalTS = normalize(normalTS * (1.0h - splatControl.r) + topDownNormalWS * splatControl.r); #endif outSurfaceData.albedo = albedoAlpha.rgb; outSurfaceData.smoothness = albedoAlpha.a; outSurfaceData.normalTS = normalTS; outSurfaceData.emission = 0; outSurfaceData.metallic = 0; outSurfaceData.specular = _Specular.rgb; outSurfaceData.occlusion = 1.0h - _Occlusion; outSurfaceData.alpha = 1; outSurfaceData.clearCoatMask = 0; outSurfaceData.clearCoatSmoothness = 0; } half4 frag (VertexOutput input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; half3 topdownNormal; half topnormalstrength; // Get the surface description InitializeStandardLitSurfaceData(input, surfaceData, topdownNormal); // Transfer all to world space InputData inputData; inputData.positionWS = input.positionWS; half3 viewDirWS = SafeNormalize(input.viewDirWS); #ifdef _NORMALMAP #if !defined(_TOPDOWNPROJECTION) float sgn = input.tangentWS.w; // should be either +1 or -1 float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else inputData.normalWS = surfaceData.normalTS; #endif #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); half4 color = UniversalFragmentPBR( inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); // Computes fog factor per-vertex color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x); return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual ColorMask 0 Cull Back HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment //#define _NORMALMAP 1 #define _SPECULAR_SETUP 1 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" CBUFFER_START(UnityPerMaterial) float2 _SplatTiling; float4 _Specular; float _Occlusion; half _TopDownTiling; CBUFFER_END struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; float3 _LightDirection; VertexOutput ShadowPassVertex(VertexInput input) { VertexOutput output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); // Needs Shadows.hlsl float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif output.positionCS = positionCS; return output; } half4 ShadowPassFragment(VertexOutput input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull Back HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" CBUFFER_START(UnityPerMaterial) float2 _SplatTiling; float4 _Specular; float _Occlusion; half _TopDownTiling; CBUFFER_END struct VertexInput { float4 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); return output; } half4 frag(VertexOutput input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return 0; } ENDHLSL } // Depth Normal --------------------------------------------- // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull Back 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 DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing // #pragma multi_compile _ DOTS_INSTANCING_ON // needs shader target 4.5 //#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" //#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" CBUFFER_START(UnityPerMaterial) float2 _SplatTiling; float4 _Specular; float _Occlusion; half _TopDownTiling; CBUFFER_END struct VertexInput { float4 positionOS : POSITION; float3 normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float3 normalWS : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput DepthNormalsVertex(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = TransformObjectToHClip(input.positionOS.xyz); VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, float4(1,1,1,1)); output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); return output; } half4 DepthNormalsFragment(VertexOutput input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0); } ENDHLSL } // Meta ----------------------------------------------------- // This pass it not used during regular rendering, only for lightmap baking. Pass { Name "Meta" Tags{"LightMode" = "Meta"} Cull Off HLSLPROGRAM // Tell Polybrush that this shader supports 4 texture channels #define Z_TEXTURE_CHANNELS 4 #define Z_MESH_ATTRIBUTES COLOR // 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 vert #pragma fragment frag //#define _NORMALMAP 1 #define _SPECULAR_SETUP 1 #pragma shader_feature_local_fragment _TOPDOWNPROJECTION #pragma shader_feature_local_fragment _USEVERTEXCOLORS #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" CBUFFER_START(UnityPerMaterial) float2 _SplatTiling; float4 _Specular; float _Occlusion; half _TopDownTiling; CBUFFER_END TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize; TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize; TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize; TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize; TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize; struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; #if defined(_USEVERTEXCOLORS) half4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float3 positionWS : TEXCOORD2; #if defined(_USEVERTEXCOLORS) half4 color : COLOR; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(VertexInput input) { VertexOutput output = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionWS = mul(UNITY_MATRIX_M, input.positionOS).xyz; output.uv0 = input.texcoord; output.uv1 = input.lightmapUV; output.positionCS = MetaVertexPosition(input.positionOS, input.lightmapUV, input.lightmapUV, unity_LightmapST, unity_DynamicLightmapST); #if defined(_USEVERTEXCOLORS) output.color = input.color; #endif return output; } half4 frag(VertexOutput input ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 detailUV = input.uv0 * _SplatTiling; half4 splatControl = 0; #if defined(_USEVERTEXCOLORS) splatControl = input.color; splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b; #else splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0).rgb; splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b; #endif #if defined(_TOPDOWNPROJECTION) float2 uvWS = input.positionWS.xz * _TopDownTiling; half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r; #else half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r; #endif albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g; albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b; albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a; #if _AlphaClip // clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = albedoAlpha.rgb; metaInput.Emission = 0; return MetaFragment(metaInput); } ENDHLSL } } FallBack "Hidden/InternalErrorShader" }