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- Shader "Lux URP/Terrain/Lit"
- {
- Properties
- {
- [HeaderHelpLuxURP_URL(tbg083mgl1iw)]
-
- // Lux specific properties
- [Toggle(_NORMALMAP)]
- _EnableNormalMap ("Enable Normal Map", Float) = 0.0
- [Space(5)]
- [Toggle(_TERRAIN_BLEND_HEIGHT)]
- _EnableHeightBlend ("Enable Height Blend", Float) = 0.0
- [NoScaleOffset] _HeightMaps (" Height Maps (RGBA)", 2D) = "grey" {}
- _HeightTransition (" Height Transition", Range(0, 1.0)) = 0.0
- [Toggle(_PARALLAX)]
- _EnableParallax (" Enable Parallax", Float) = 0.0
- _Parallax (" Parallax", Range(0.0, 0.1)) = 0.001
- [Toggle(_PROCEDURALTEXTURING)]
- _EnableProcedural ("Enable Procedural Texturing", Float) = 0.0
- _ProceduralBlend (" Blend", Range(0.0, 1.0)) = 0.6
- _ProceduralScale (" Scale", Range(0.5, 1.5)) = 1
- _ProceduralTiling (" Size in World Space", Float) = 5
- // Layer count is passed down to guide height-blend enable/disable, due
- // to the fact that heigh-based blend will be broken with multipass.
- [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
-
- // set by terrain engine
- [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
- [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
- [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
- [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
- [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
- [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] _Mask3("Mask 3 (A)", 2D) = "grey" {}
- [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
- [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
- [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
- [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)) = 0.5
- [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
- [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
- [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
- // used in fallback on old cards & base map
- [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
- [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
- [Toggle(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)]
- _EnableInstancedPerPixelNormal ("Enable Instanced per-pixel normal", Float) = 1.0
- }
- SubShader
- {
- Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "False"}
- Pass
- {
- Name "ForwardLit"
- Tags { "LightMode" = "UniversalForward" }
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 3.0
- #pragma vertex SplatmapVert
- #pragma fragment SplatmapFragment
- //#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
- #pragma multi_compile __ _ALPHATEST_ON
- // -------------------------------------
- // 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 shader_feature_local_fragment _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
- #pragma shader_feature_local _PARALLAX
- #pragma shader_feature_local _PROCEDURALTEXTURING
- #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 vertex ShadowPassVertex
- #pragma fragment ShadowPassFragment
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma multi_compile __ _ALPHATEST_ON
- #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
- #pragma multi_compile __ _ALPHATEST_ON
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- // This pass is used when drawing to a _CameraNormalsTexture texture
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
- ZWrite On
- HLSLPROGRAM
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex DepthNormalOnlyVertex
- #pragma fragment DepthNormalOnlyFragment
- #pragma shader_feature_local _NORMALMAP
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
- #pragma multi_compile __ _ALPHATEST_ON
- #include "Includes/TerrainLitInput.hlsl"
- #include "Includes/TerrainLitPasses.hlsl"
- ENDHLSL
- }
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
- }
- Dependency "AddPassShader" = "Hidden/Lux URP/Lit (Add Pass)"
- Dependency "BaseMapShader" = "Lux URP/Terrain/Lit (Base Pass)"
- Dependency "BaseMapGenShader" = "Hidden/Lux URP/Terrain/Lit (Basemap Gen)"
- Fallback "Hidden/InternalErrorShader"
- }
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