Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" { Properties { _MainTex ("Main Texture", 2D) = "white" { } } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Unlit" "IgnoreProjector" = "True"} LOD 100 ZWrite On // Lightmapped Pass { Name "TerrainDetailVertex" HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // 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_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #pragma multi_compile_fog #pragma multi_compile _ DEBUG_DISPLAY #pragma vertex TerrainLitVertex #pragma fragment TerrainLitForwardFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl" ENDHLSL } // GBuffer Pass { Name "TerrainDetailVertex - GBuffer" Tags{"LightMode" = "UniversalGBuffer"} HLSLPROGRAM #pragma target 2.0 #pragma vertex Vert #pragma fragment Frag // ------------------------------------- // 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 _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #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 #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; struct Attributes { float4 PositionOS : POSITION; float2 UV0 : TEXCOORD0; float2 UV1 : TEXCOORD1; half3 NormalOS : NORMAL; half4 Color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 UV01 : TEXCOORD0; // UV0 DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1); half4 Color : TEXCOORD2; // Vertex Color half4 LightingFog : TEXCOORD3; // Vetex Lighting, Fog Factor float4 ShadowCoords : TEXCOORD4; // Shadow UVs half3 NormalWS : TEXCOORD5; // World Space Normal float3 PositionWS : TEXCOORD6; float4 PositionCS : SV_POSITION; // Clip Position UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // Vertex attributes output.UV01 = TRANSFORM_TEX(input.UV0, _MainTex); OUTPUT_LIGHTMAP_UV(input.UV1, unity_LightmapST, output.staticLightmapUV); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.PositionOS.xyz); output.Color = input.Color; output.PositionCS = vertexInput.positionCS; // Shadow Coords output.ShadowCoords = GetShadowCoord(vertexInput); // Vertex Lighting output.NormalWS = TransformObjectToWorldNormal(input.NormalOS).xyz; OUTPUT_SH4(vertexInput.positionWS, output.NormalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, NOT_USED); Light mainLight = GetMainLight(); half3 attenuatedLightColor = mainLight.color * mainLight.distanceAttenuation; half3 diffuseColor = LightingLambert(attenuatedLightColor, mainLight.direction, output.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, output.NormalWS); } #endif output.LightingFog.xyz = diffuseColor; // Fog factor output.LightingFog.w = ComputeFogFactor(output.PositionCS.z); output.PositionWS = vertexInput.positionWS; return output; } FragmentOutput Frag(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) half3 bakedGI = SAMPLE_GI(input.vertexSH, GetAbsolutePositionWS(input.PositionWS), input.NormalWS.xyz, GetWorldSpaceNormalizeViewDir(input.PositionWS), input.PositionCS.xy, NOT_USED, NOT_USED); #else half3 bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, input.NormalWS); #endif half3 lighting = input.LightingFog.rgb * MainLightRealtimeShadow(input.ShadowCoords) + bakedGI; half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.UV01); half4 color = 1.0; color.rgb = input.Color.rgb * tex.rgb * lighting; SurfaceData surfaceData = (SurfaceData)0; surfaceData.alpha = 1.0; surfaceData.occlusion = 1.0; InputData inputData = (InputData)0; inputData.normalWS = input.NormalWS; inputData.positionCS = input.PositionCS; return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid); } ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask R HLSLPROGRAM #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" #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma target 2.0 #pragma vertex DepthNormalOnlyVertex #pragma fragment DepthNormalOnlyFragment //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl" ENDHLSL } Pass { Name "Meta" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM #pragma vertex UniversalVertexMeta #pragma fragment UniversalFragmentMetaSimple #pragma shader_feature_local_fragment _SPECGLOSSMAP #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl" ENDHLSL } } //Fallback "VertexLit" }