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

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Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/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 _ _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
#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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#define CURVEDWORLD_NORMAL_TRANSFORMATION_ON
#include "../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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"
ENDHLSL
}
UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/Picking"
UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/SceneSelectionPass"
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}