Shader "LightweightPipeline/Standard Terrain" { Properties { // set by terrain engine [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [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 // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" } Pass { Tags { "LightMode" = "LightweightForward" } HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SpatmapFragment // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT #pragma multi_compile _ _SHADOWS_ENABLED #pragma multi_compile _ _MAIN_LIGHT_COOKIE #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ FOG_LINEAR FOG_EXP2 // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile __ _TERRAIN_NORMAL_MAP // LW doesn't support dynamic GI. So we save 30% shader variants if we assume // LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set #ifdef DIRLIGHTMAP_COMBINED #define LIGHTMAP_ON #endif #include "LWRP/ShaderLibrary/Lighting.hlsl" CBUFFER_START(_Terrain) half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; float4 _Control_ST; half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST; CBUFFER_END sampler2D _Control; sampler2D _Splat0, _Splat1, _Splat2, _Splat3; #ifdef _TERRAIN_NORMAL_MAP sampler2D _Normal0, _Normal1, _Normal2, _Normal3; #endif struct VertexInput { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; }; struct VertexOutput { float4 uvSplat01 : TEXCOORD0; // xy: splat0, zw: splat1 float4 uvSplat23 : TEXCOORD1; // xy: splat2, zw: splat3 float4 uvControlAndLM : TEXCOORD2; // xy: control, zw: lightmap half3 normal : TEXCOORD3; #if _TERRAIN_NORMAL_MAP half3 tangent : TEXCOORD4; half3 binormal : TEXCOORD5; #endif half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light float3 positionWS : TEXCOORD7; #ifdef _SHADOWS_ENABLED float4 shadowCoord : TEXCOORD8; #endif float4 clipPos : SV_POSITION; }; void InitializeInputData(VertexOutput IN, half3 normalTS, out InputData input) { input = (InputData)0; input.positionWS = IN.positionWS; #ifdef _TERRAIN_NORMAL_MAP input.normalWS = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal); #else input.normalWS = normalize(IN.normal); #endif input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - IN.positionWS); #ifdef _SHADOWS_ENABLED input.shadowCoord = IN.shadowCoord; #endif input.fogCoord = IN.fogFactorAndVertexLight.x; #ifdef LIGHTMAP_ON input.bakedGI = SampleLightmap(IN.uvControlAndLM.zw, input.normalWS); #endif } void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splat_control, out half weight, out half4 mixedDiffuse, inout half3 mixedNormal) { splat_control = tex2D(_Control, IN.uvControlAndLM.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); #if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS) clip(weight == 0.0f ? -1 : 1); #endif // Normalize weights before lighting and restore weights in final modifier functions so that the overal // lighting result can be correctly weighted. splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.uvSplat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.uvSplat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.uvSplat23.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.b); mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.uvSplat23.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.a); #ifdef _TERRAIN_NORMAL_MAP half4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.uvSplat01.xy); nrm += splat_control.g * tex2D(_Normal1, IN.uvSplat01.zw); nrm += splat_control.b * tex2D(_Normal2, IN.uvSplat23.xy); nrm += splat_control.a * tex2D(_Normal3, IN.uvSplat23.zw); mixedNormal = UnpackNormal(nrm); #else mixedNormal = half3(0, 0, 1); #endif } VertexOutput SplatmapVert(VertexInput v) { VertexOutput o = (VertexOutput)0; float3 positionWS = TransformObjectToWorld(v.vertex.xyz); float4 clipPos = TransformWorldToHClip(positionWS); o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); o.uvControlAndLM.xy = TRANSFORM_TEX(v.texcoord, _Control); o.uvControlAndLM.zw = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef _TERRAIN_NORMAL_MAP float4 vertexTangent = float4(cross(v.normal, float3(0, 0, 1)), -1.0); OutputTangentToWorld(vertexTangent, v.normal, o.tangent, o.binormal, o.normal); #else o.normal = TransformObjectToWorldNormal(v.normal); #endif o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z); o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal); o.positionWS = positionWS; o.clipPos = clipPos; #if defined(_SHADOWS_ENABLED) && !defined(_SHADOWS_CASCADE) o.shadowCoord = ComputeShadowCoord(o.positionWS.xyz); #endif return o; } half4 SpatmapFragment(VertexOutput IN) : SV_TARGET { half4 splat_control; half weight; half4 mixedDiffuse; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); half3 normalTS; SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normalTS); half3 albedo = mixedDiffuse.rgb; half smoothness = mixedDiffuse.a; half metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)); half3 specular = half3(0, 0, 0); half alpha = weight; InputData inputData; InitializeInputData(IN, normalTS, inputData); half4 color = LightweightFragmentPBR(inputData, albedo, metallic, specular, smoothness, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), alpha); ApplyFog(color.rgb, inputData.fogCoord); return color; } 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 target 2.0 #pragma vertex vert #pragma fragment frag #include "LWRP/ShaderLibrary/Core.hlsl" float4 vert(float4 pos : POSITION) : SV_POSITION { return TransformObjectToHClip(pos.xyz); } half4 frag() : SV_TARGET { return 0; } ENDHLSL } } Fallback "Hidden/InternalErrorShader" }