Lux URP Terrain Base.shader 5.9 KB

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  1. Shader "Lux URP/Terrain/Lit (Base Pass)"
  2. {
  3. Properties
  4. {
  5. _BaseColor("Color", Color) = (1,1,1,1)
  6. _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
  7. _MetallicTex ("Metallic (R)", 2D) = "black" {}
  8. [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
  9. }
  10. HLSLINCLUDE
  11. #pragma multi_compile __ _ALPHATEST_ON
  12. ENDHLSL
  13. SubShader
  14. {
  15. Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
  16. LOD 200
  17. // ------------------------------------------------------------------
  18. // Forward pass. Shades all light in a single pass. GI + emission + Fog
  19. Pass
  20. {
  21. Name "ForwardLit"
  22. // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
  23. // no LightMode tag are also rendered by Universal Pipeline
  24. Tags{"LightMode" = "UniversalForward"}
  25. HLSLPROGRAM
  26. // Required to compile gles 2.0 with standard SRP library
  27. // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
  28. #pragma prefer_hlslcc gles
  29. #pragma exclude_renderers d3d11_9x
  30. #pragma target 2.0
  31. // -------------------------------------
  32. // Material Keywords
  33. // #define _METALLICSPECGLOSSMAP 1
  34. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  35. // -------------------------------------
  36. // Universal Pipeline keywords
  37. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
  38. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
  39. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  40. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  41. #pragma multi_compile_fragment _ _SHADOWS_SOFT
  42. #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
  43. #pragma multi_compile _ SHADOWS_SHADOWMASK
  44. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  45. // -------------------------------------
  46. // Unity defined keywords
  47. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  48. #pragma multi_compile _ LIGHTMAP_ON
  49. #pragma multi_compile_fog
  50. #pragma multi_compile_instancing
  51. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  52. #pragma vertex SplatmapVert
  53. #pragma fragment SplatmapFragment
  54. #pragma shader_feature_local _NORMALMAP
  55. // Sample normal in pixel shader when doing instancing
  56. #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
  57. #define TERRAIN_SPLAT_BASEPASS 1
  58. #include "Includes/TerrainLitInput.hlsl"
  59. #include "Includes/TerrainLitPasses.hlsl"
  60. ENDHLSL
  61. }
  62. Pass
  63. {
  64. Name "ShadowCaster"
  65. Tags{"LightMode" = "ShadowCaster"}
  66. ZWrite On
  67. ColorMask 0
  68. HLSLPROGRAM
  69. // Required to compile gles 2.0 with standard srp library
  70. #pragma prefer_hlslcc gles
  71. #pragma exclude_renderers d3d11_9x
  72. #pragma target 2.0
  73. #pragma multi_compile_instancing
  74. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  75. #pragma vertex ShadowPassVertex
  76. #pragma fragment ShadowPassFragment
  77. #include "Includes/TerrainLitInput.hlsl"
  78. #include "Includes/TerrainLitPasses.hlsl"
  79. ENDHLSL
  80. }
  81. Pass
  82. {
  83. Name "DepthOnly"
  84. Tags{"LightMode" = "DepthOnly"}
  85. ZWrite On
  86. ColorMask 0
  87. HLSLPROGRAM
  88. // Required to compile gles 2.0 with standard srp library
  89. #pragma prefer_hlslcc gles
  90. #pragma exclude_renderers d3d11_9x
  91. #pragma target 2.0
  92. #pragma vertex DepthOnlyVertex
  93. #pragma fragment DepthOnlyFragment
  94. #pragma multi_compile_instancing
  95. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  96. #include "Includes/TerrainLitInput.hlsl"
  97. #include "Includes/TerrainLitPasses.hlsl"
  98. ENDHLSL
  99. }
  100. Pass
  101. {
  102. Name "DepthNormals"
  103. Tags{"LightMode" = "DepthNormals"}
  104. ZWrite On
  105. HLSLPROGRAM
  106. #pragma target 2.0
  107. #pragma vertex DepthNormalOnlyVertex
  108. #pragma fragment DepthNormalOnlyFragment
  109. #pragma multi_compile_instancing
  110. #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
  111. #pragma shader_feature_local _NORMALMAP
  112. #include "Includes/TerrainLitInput.hlsl"
  113. #include "Includes/TerrainLitPasses.hlsl"
  114. ENDHLSL
  115. }
  116. // This pass it not used during regular rendering, only for lightmap baking.
  117. Pass
  118. {
  119. Name "Meta"
  120. Tags{"LightMode" = "Meta"}
  121. Cull Off
  122. HLSLPROGRAM
  123. // Required to compile gles 2.0 with standard srp library
  124. #pragma prefer_hlslcc gles
  125. #pragma exclude_renderers d3d11_9x
  126. #pragma vertex TerrainVertexMeta
  127. #pragma fragment TerrainFragmentMeta
  128. #define _METALLICSPECGLOSSMAP 1
  129. #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
  130. #include "Includes/TerrainLitInput.hlsl"
  131. #include "Includes/TerrainLitMetaPass.hlsl"
  132. ENDHLSL
  133. }
  134. UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
  135. UsePass "Universal Render Pipeline/Terrain/Lit/SceneSelectionPass"
  136. }
  137. FallBack "Hidden/InternalErrorShader"
  138. //CustomEditor "LitShaderGUI"
  139. }