rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Templates/Terrain/TerrainDetailLit.txt

275 lines
8.8 KiB
Plaintext

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"
}