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- Shader "Lux URP/Terrain/Lit (Base Pass)"
- {
- Properties
- {
- _BaseColor("Color", Color) = (1,1,1,1)
- _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
- _MetallicTex ("Metallic (R)", 2D) = "black" {}
- [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
- }
- HLSLINCLUDE
- #pragma multi_compile __ _ALPHATEST_ON
- ENDHLSL
-
- SubShader
- {
- Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- LOD 200
- // ------------------------------------------------------------------
- // Forward pass. Shades all light in a single pass. GI + emission + Fog
- Pass
- {
- Name "ForwardLit"
- // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Pipeline
- Tags{"LightMode" = "UniversalForward"}
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- // -------------------------------------
- // Material Keywords
- // #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- // -------------------------------------
- // 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 _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile_fog
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- #pragma shader_feature_local _NORMALMAP
- // Sample normal in pixel shader when doing instancing
- #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
- #define TERRAIN_SPLAT_BASEPASS 1
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
- ZWrite On
- ColorMask 0
- 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 multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
- ZWrite On
- ColorMask 0
- 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 DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
- ZWrite On
- HLSLPROGRAM
- #pragma target 2.0
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma shader_feature_local _NORMALMAP
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- // This pass it not used during regular rendering, only for lightmap baking.
- Pass
- {
- Name "Meta"
- Tags{"LightMode" = "Meta"}
- Cull Off
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma vertex TerrainVertexMeta
- #pragma fragment TerrainFragmentMeta
- #define _METALLICSPECGLOSSMAP 1
- #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitMetaPass.hlsl"
- ENDHLSL
- }
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- UsePass "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
- }
- FallBack "Hidden/InternalErrorShader"
- //CustomEditor "LitShaderGUI"
- }
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