Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader

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2024-08-26 13:07:20 -07:00
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"
}