Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)" { 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 [HideInInspector] _Control("AlphaMap", 2D) = "" {} [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [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] [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] _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 [HideInInspector] _DstBlend("DstBlend", Float) = 0.0 } Subshader { HLSLINCLUDE #pragma target 3.0 #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #define _TERRAIN_BASEMAP_GEN #pragma shader_feature_local _TERRAIN_BLEND_HEIGHT #pragma shader_feature_local _MASKMAP #include "TerrainLitInput.hlsl" #include "TerrainLitPasses.hlsl" ENDHLSL Pass { Tags { "Name" = "_MainTex" "Format" = "ARGB32" "Size" = "1" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag Varyings Vert(Attributes IN) { Varyings output = (Varyings) 0; output.clipPos = TransformWorldToHClip(IN.positionOS.xyz); // NOTE : This is basically coming from the vertex shader in TerrainLitPasses // There are other plenty of other values that the original version computes, but for this // pass, we are only interested in a few, so I'm just skipping the rest. output.uvMainAndLM.xy = IN.texcoord; output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0); output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1); output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2); output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3); return output; } half4 Frag(Varyings IN) : SV_Target { half3 normalTS = half3(0.0h, 0.0h, 1.0h); half4 splatControl; half weight; half4 mixedDiffuse = 0.0h; half4 defaultSmoothness = 0.0h; half4 masks[4]; float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV); masks[0] = 1.0h; masks[1] = 1.0h; masks[2] = 1.0h; masks[3] = 1.0h; #ifdef _MASKMAP masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy); masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw); masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy); masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw); #ifdef _TERRAIN_BLEND_HEIGHT HeightBasedSplatModify(splatControl, masks); #endif #endif SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS); half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3); half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a); maskSmoothness *= half4(_MaskMapRemapScale0.a, _MaskMapRemapScale1.a, _MaskMapRemapScale2.a, _MaskMapRemapScale3.a); maskSmoothness += half4(_MaskMapRemapOffset0.a, _MaskMapRemapOffset1.a, _MaskMapRemapOffset2.a, _MaskMapRemapOffset3.a); defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask); half smoothness = dot(splatControl, defaultSmoothness); return half4(mixedDiffuse.rgb, smoothness); } ENDHLSL } Pass { Tags { "Name" = "_MetallicTex" "Format" = "R8" "Size" = "1/4" "EmptyColor" = "FF000000" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag Varyings Vert(Attributes IN) { Varyings output = (Varyings)0; output.clipPos = TransformWorldToHClip(IN.positionOS.xyz); // This is just like the other in that it is from TerrainLitPasses output.uvMainAndLM.xy = IN.texcoord; output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0); output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1); output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2); output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3); return output; } half4 Frag(Varyings IN) : SV_Target { half3 normalTS = half3(0.0h, 0.0h, 1.0h); half4 splatControl; half weight; half4 mixedDiffuse; half4 defaultSmoothness; half4 masks[4]; float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV); masks[0] = 1.0h; masks[1] = 1.0h; masks[2] = 1.0h; masks[3] = 1.0h; #ifdef _MASKMAP masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy); masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw); masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy); masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw); #ifdef _TERRAIN_BLEND_HEIGHT HeightBasedSplatModify(splatControl, masks); #endif #endif SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS); half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3); half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3); half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r); maskMetallic *= half4(_MaskMapRemapScale0.r, _MaskMapRemapScale1.r, _MaskMapRemapScale3.r, _MaskMapRemapScale3.r); maskMetallic += half4(_MaskMapRemapOffset0.r, _MaskMapRemapOffset1.r, _MaskMapRemapOffset2.r, _MaskMapRemapOffset3.r); defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask); half metallic = dot(splatControl, defaultMetallic); return metallic; } ENDHLSL } } }