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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON |
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#pragma multi_compile _ SHADOWS_SHADOWMASK |
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// Setup DECALS_OFF so the shader stripper can remove variants |
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#include "../../ShaderVariables.hlsl" |
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HLSLPROGRAM |
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// In deferred, depth only pass don't output anything. |
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// In forward it output the normal buffer |
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#pragma multi_compile _ WRITE_NORMAL_BUFFER |
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#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator |
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#include "../Lit/ShaderPass/LitSharePass.hlsl" |
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#else |
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#endif |
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#include "TerrainLitData_Basemap.hlsl" |
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#include "../../ShaderPass/ShaderPassDepthOnly.hlsl" |
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON |
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#pragma multi_compile _ SHADOWS_SHADOWMASK |
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// Setup DECALS_OFF so the shader stripper can remove variants |
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT |
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// #include "../../Lighting/Forward.hlsl" |
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//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
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#define LIGHTLOOP_TILE_PASS |
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