forked from BilalY/Rasagar
208 lines
8.2 KiB
GLSL
208 lines
8.2 KiB
GLSL
Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
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{
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Properties
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{
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// Layer count is passed down to guide height-blend enable/disable, due
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// to the fact that heigh-based blend will be broken with multipass.
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[HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
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[HideInInspector] _Control("AlphaMap", 2D) = "" {}
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[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
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[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
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[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
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[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
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[HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
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[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
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[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
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[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
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[HideInInspector] [Gamma] _Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
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[HideInInspector] [Gamma] _Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
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[HideInInspector] [Gamma] _Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
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[HideInInspector] [Gamma] _Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
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[HideInInspector] _Smoothness0 ("Smoothness 0", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness1 ("Smoothness 1", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness2 ("Smoothness 2", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 1.0
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[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
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}
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Subshader
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{
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HLSLINCLUDE
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#pragma target 3.0
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#define _METALLICSPECGLOSSMAP 1
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#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
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#define _TERRAIN_BASEMAP_GEN
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#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
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#pragma shader_feature_local _MASKMAP
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#include "TerrainLitInput.hlsl"
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#include "TerrainLitPasses.hlsl"
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ENDHLSL
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Pass
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{
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Tags
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{
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"Name" = "_MainTex"
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"Format" = "ARGB32"
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"Size" = "1"
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}
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ZTest Always Cull Off ZWrite Off
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Blend One [_DstBlend]
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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Varyings Vert(Attributes IN)
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{
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Varyings output = (Varyings) 0;
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output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
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// NOTE : This is basically coming from the vertex shader in TerrainLitPasses
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// There are other plenty of other values that the original version computes, but for this
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// pass, we are only interested in a few, so I'm just skipping the rest.
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output.uvMainAndLM.xy = IN.texcoord;
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output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
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output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
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output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
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output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
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return output;
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}
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half4 Frag(Varyings IN) : SV_Target
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{
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half3 normalTS = half3(0.0h, 0.0h, 1.0h);
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half4 splatControl;
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half weight;
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half4 mixedDiffuse = 0.0h;
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half4 defaultSmoothness = 0.0h;
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half4 masks[4];
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float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
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splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
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masks[0] = 1.0h;
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masks[1] = 1.0h;
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masks[2] = 1.0h;
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masks[3] = 1.0h;
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#ifdef _MASKMAP
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masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
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masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
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masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
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masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
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#ifdef _TERRAIN_BLEND_HEIGHT
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HeightBasedSplatModify(splatControl, masks);
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#endif
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#endif
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SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
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half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
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half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
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maskSmoothness *= half4(_MaskMapRemapScale0.a, _MaskMapRemapScale1.a, _MaskMapRemapScale2.a, _MaskMapRemapScale3.a);
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maskSmoothness += half4(_MaskMapRemapOffset0.a, _MaskMapRemapOffset1.a, _MaskMapRemapOffset2.a, _MaskMapRemapOffset3.a);
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defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
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half smoothness = dot(splatControl, defaultSmoothness);
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return half4(mixedDiffuse.rgb, smoothness);
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}
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ENDHLSL
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}
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Pass
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{
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Tags
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{
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"Name" = "_MetallicTex"
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"Format" = "R8"
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"Size" = "1/4"
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"EmptyColor" = "FF000000"
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}
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ZTest Always Cull Off ZWrite Off
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Blend One [_DstBlend]
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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Varyings Vert(Attributes IN)
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{
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Varyings output = (Varyings)0;
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output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
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// This is just like the other in that it is from TerrainLitPasses
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output.uvMainAndLM.xy = IN.texcoord;
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output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
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output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
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output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
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output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
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return output;
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}
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half4 Frag(Varyings IN) : SV_Target
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{
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half3 normalTS = half3(0.0h, 0.0h, 1.0h);
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half4 splatControl;
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half weight;
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half4 mixedDiffuse;
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half4 defaultSmoothness;
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half4 masks[4];
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float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
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splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
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masks[0] = 1.0h;
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masks[1] = 1.0h;
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masks[2] = 1.0h;
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masks[3] = 1.0h;
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#ifdef _MASKMAP
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masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
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masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
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masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
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masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
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#ifdef _TERRAIN_BLEND_HEIGHT
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HeightBasedSplatModify(splatControl, masks);
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#endif
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#endif
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SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
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half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
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half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
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half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
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maskMetallic *= half4(_MaskMapRemapScale0.r, _MaskMapRemapScale1.r, _MaskMapRemapScale3.r, _MaskMapRemapScale3.r);
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maskMetallic += half4(_MaskMapRemapOffset0.r, _MaskMapRemapOffset1.r, _MaskMapRemapOffset2.r, _MaskMapRemapOffset3.r);
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defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
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half metallic = dot(splatControl, defaultMetallic);
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return metallic;
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}
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ENDHLSL
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}
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}
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}
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