Shader "Hidden/Amazing Assets/Curved World/TerrainEngine/#BEND_NAME_SMALL# ID #ID#/Details/UniversalPipeline/Vertexlit/" { Properties { _MainTex ("Main Texture", 2D) = "white" { } } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} LOD 100 ZWrite On // Lightmapped Pass { Name "TerrainDetailVertex" 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 Vert #pragma fragment Frag // ------------------------------------- // 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 _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../Core/CurvedWorldTransform.cginc" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; struct Attributes { float4 PositionOS : POSITION; float2 UV0 : TEXCOORD0; float2 UV1 : TEXCOORD1; float3 NormalOS : NORMAL; half4 Color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 UV01 : TEXCOORD0; // UV0 float2 LightmapUV : TEXCOORD1; // Lightmap UVs half4 Color : TEXCOORD2; // Vertex Color half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 ShadowCoords : TEXCOORD4; // Shadow UVs #endif float4 PositionCS : SV_POSITION; // Clip Position UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) CURVEDWORLD_TRANSFORM_VERTEX(input.PositionOS) #endif // Vertex attributes output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex); output.LightmapUV = input.UV1.xy * unity_LightmapST.xy + unity_LightmapST.zw; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz); output.Color = input.Color; output.PositionCS = vertexInput.positionCS; // Shadow Coords #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) output.ShadowCoords = GetShadowCoord(vertexInput); #endif // Vertex Lighting half3 NormalWS = input.NormalOS; Light mainLight = GetMainLight(); half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation; half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS); #ifdef _ADDITIONAL_LIGHTS int pixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < pixelLightCount; ++i) { Light light = GetAdditionalLight(i, vertexInput.positionWS); half3 attenuatedLightColor = light.color * light.distanceAttenuation; diffuseColor += LightingLambert(attenuatedLightColor, light.direction, NormalWS); } #endif output.LightingFog.xyz = diffuseColor; // Fog factor output.LightingFog.w = ComputeFogFactor(output.PositionCS.z); return output; } half4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); half3 bakedGI = SampleLightmap(input.LightmapUV, half3(0.0, 1.0, 0.0)); #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI; #else half3 lighting = input.LightingFog.rgb + bakedGI; #endif half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01); half4 color = 1.0; color.rgb = input.Color.rgb * tex.rgb * lighting; color.rgb = MixFog(color.rgb, input.LightingFog.w); return color; } ENDHLSL } Pass { Name "Depth" 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 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../DepthOnlyPass.hlsl" ENDHLSL } 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 UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } //PassName "ScenePickingPass" Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragScenePickingPass #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../Core/SceneSelection.cginc" ENDCG } //Pass "ScenePickingPass" //PassName "SceneSelectionPass" Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } BlendOp Add Blend One Zero ZWrite On Cull Off CGPROGRAM #include "HLSLSupport.cginc" #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma target 3.0 #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ALPHAPREMULTIPLY_ON #pragma multi_compile_instancing #pragma vertex vertEditorPass #pragma fragment fragSceneHighlightPass #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #include "../../../Core/SceneSelection.cginc" ENDCG } //Pass "SceneSelectionPass" } //Fallback "VertexLit" }