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- #ifndef UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
- #define UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
- #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.core/ShaderLibrary/UnityInstancing.hlsl"
- CBUFFER_START(_Terrain)
- half _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3;
- half _Metallic0, _Metallic1, _Metallic2, _Metallic3;
- half _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3;
- half4 _DiffuseRemapScale0, _DiffuseRemapScale1, _DiffuseRemapScale2, _DiffuseRemapScale3;
- half4 _MaskMapRemapOffset0, _MaskMapRemapOffset1, _MaskMapRemapOffset2, _MaskMapRemapOffset3;
- half4 _MaskMapRemapScale0, _MaskMapRemapScale1, _MaskMapRemapScale2, _MaskMapRemapScale3;
- float4 _Control_ST;
- float4 _Control_TexelSize;
- half _DiffuseHasAlpha0, _DiffuseHasAlpha1, _DiffuseHasAlpha2, _DiffuseHasAlpha3;
- half _LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3;
- half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
- half _HeightTransition;
- half _Parallax;
- half _ProceduralBlend;
- half _ProceduralScale;
- float _ProceduralTiling;
- CBUFFER_END
- TEXTURE2D(_Control); SAMPLER(sampler_Control);
- TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0);
- TEXTURE2D(_Splat1);
- TEXTURE2D(_Splat2);
- TEXTURE2D(_Splat3);
- #ifdef _NORMALMAP
- TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0);
- TEXTURE2D(_Normal1);
- TEXTURE2D(_Normal2);
- TEXTURE2D(_Normal3);
- #endif
- #ifdef _MASKMAP
- TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0);
- TEXTURE2D(_Mask1);
- TEXTURE2D(_Mask2);
- TEXTURE2D(_Mask3);
- #endif
- TEXTURE2D(_HeightMaps); // we use SAMPLER(sampler_Splat0);
- #ifdef _ALPHATEST_ON
- TEXTURE2D(_TerrainHolesTexture); SAMPLER(sampler_TerrainHolesTexture);
- #endif
- TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
- TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
- CBUFFER_START(UnityPerMaterial)
- float4 _MainTex_ST;
- half4 _BaseColor;
- half _Cutoff;
- CBUFFER_END
- TEXTURE2D(_MetallicTex); SAMPLER(sampler_MetallicTex);
- half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
- {
- half4 specGloss;
- specGloss = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, uv);
- specGloss.a = albedoAlpha;
- return specGloss;
- }
- inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
- {
- half4 albedoSmoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
- outSurfaceData.alpha = 1;
- half4 specGloss = SampleMetallicSpecGloss(uv, albedoSmoothness.a);
- outSurfaceData.albedo = albedoSmoothness.rgb;
- outSurfaceData.metallic = specGloss.r;
- outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
- outSurfaceData.smoothness = specGloss.a;
- outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- outSurfaceData.occlusion = 1;
- outSurfaceData.emission = 0;
- outSurfaceData.clearCoatMask = 0;
- outSurfaceData.clearCoatSmoothness = 0;
- }
- #endif
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