Unity Web Shader IDE
Full source <URP>/Shaders/Terrain/TerrainLitAdd.shader ShaderLab / HLSL 179 lines 27 symbols 9 includes Hide source Show source
TerrainLitAdd.shader <URP>/Shaders/Terrain/TerrainLitAdd.shader
Language
ShaderLab / HLSL
Lines
179
Symbols
27
Includes
9
Open IDE root

<URP>/Shaders/Terrain/TerrainLitAdd.shader full source

Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
{
    Properties
    {
        // 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) = "white" {}
        [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
        [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
        [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
        [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][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] _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] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
        [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
        [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0
        [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0

        // used in fallback on old cards & base map
        [HideInInspector] _BaseMap("BaseMap (RGB)", 2D) = "white" {}
        [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)

        [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
    }

    HLSLINCLUDE

    #pragma multi_compile_fragment __ _ALPHATEST_ON

    ENDHLSL

    SubShader
    {
        Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}

        Pass
        {
            Name "ForwardLit"
            Tags { "LightMode" = "UniversalForward" }
            ZWrite Off
            Blend One One
            HLSLPROGRAM
            #pragma target 3.0

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#if defined(UNITY_PLATFORM_META_QUEST)
            #pragma multi_compile _ META_QUEST_ORTHO_PROJ
            #pragma multi_compile _ META_QUEST_NO_SPOTLIGHTS_LIGHT_LOOP
#endif
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
            #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

            #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _MASKMAP
            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
            #define TERRAIN_SPLAT_ADDPASS

            #if USE_DYNAMIC_BRANCH_FOG_KEYWORD && SHADER_API_VULKAN && SHADER_API_MOBILE
            #define SKIP_SHADOWS_LIGHT_INDEX_CHECK 1
            #endif

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            ENDHLSL
        }

        Pass
        {
            Name "GBuffer"
            Tags{"LightMode" = "UniversalGBuffer"}

            ZWrite Off
            Blend 0 One One
            Blend 1 One One
            Blend 2 One One
            Blend 3 One One
            // disable the features that aren't needed for add pass deferred rendering
            Blend 4 Off
            Blend 5 Off
            Blend 6 Off
            ColorMask RGB 0 // Don't write .a to RT0.
            ColorMask 0 4 // Don't write to RT4~6 (depth as color, shadow mask, rendering layer)
            ColorMask 0 5
            ColorMask 0 6

            HLSLPROGRAM
            #pragma target 4.5

            // Deferred Rendering Path does not support the OpenGL-based graphics API:
            // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
            #pragma exclude_renderers gles3 glcore

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            //Note that the GBuffer pass in TerrainLitAdd disables all of the lighting related features
            //as any deferred lighting is calculated in the base pass or later in the lighting shaders
            // -------------------------------------
            // Universal Pipeline keywords
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
            #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
            #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
            #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #pragma shader_feature_local _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
            #define TERRAIN_SPLAT_ADDPASS 1
            #define TERRAIN_GBUFFER 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutputFormat.hlsl"
            ENDHLSL
        }
    }
    Fallback "Hidden/Universal Render Pipeline/FallbackError"
}