Shader "Hidden/LightweightPipeline/Terrain/Standard Terrain Base" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {} _MetallicTex ("Metallic (R)", 2D) = "black" {} } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"} LOD 200 // ------------------------------------------------------------------ // Forward pass. Shades all light in a single pass. GI + emission + Fog Pass { // Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Lightweight Pipeline Tags{"LightMode" = "LightweightForward"} HLSLPROGRAM // Required to compile gles 2.0 with standard SRP library // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_ENABLED // TODO: Enabled this when we have C# keyword stripping //#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma vertex LitPassVertex #pragma fragment LitPassFragment #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl" #include "LWRP/ShaderLibrary/LightweightPassLit.hlsl" ENDHLSL } Pass { Tags{"LightMode" = "ShadowCaster"} ZWrite On HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl" #include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl" ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl" #include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl" ENDHLSL } // This pass it not used during regular rendering, only for lightmap baking. Pass { Tags{"LightMode" = "Meta"} HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex LightweightVertexMeta #pragma fragment LightweightFragmentMeta #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 #pragma shader_feature EDITOR_VISUALIZATION #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl" #include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "LightweightStandardGUI" }