Shader "Hidden/HDRenderPipeline/TerrainLit_Basemap" { Properties { // Following are builtin properties // Stencil state [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time) [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time) [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time) // Blending state [HideInInspector] _ZWrite ("__zw", Float) = 1.0 [HideInInspector] _CullMode("__cullmode", Float) = 2.0 [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the behavior for GI _EmissionColor("Color", Color) = (1, 1, 1) _MetallicTex("Metallic (R)", 2D) = "white" {} // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal #pragma shader_feature _DISABLE_DECALS #pragma shader_feature _TERRAIN_INSTANCED_PERPIXEL_NORMAL //enable GPU instancing support #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl #define SURFACE_GRADIENT #define HAVE_MESH_MODIFICATION //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Common.hlsl" #include "../../ShaderPass/FragInputs.hlsl" #include "../../ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- #define TERRAINLIT_BASEMAP_SHADER //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- // All our shaders use same name for entry point #pragma vertex Vert #pragma fragment Frag ENDHLSL SubShader { // This tags allow to use the shader replacement features Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" } // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. Pass { Name "GBuffer" // Name is not used Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] ZTest[_ZTestGBuffer] Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT #pragma multi_compile _ LIGHT_LAYERS #define SHADERPASS SHADERPASS_GBUFFER #include "../../ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "../../Debug/DebugDisplay.hlsl" #endif #include "../../Material/Material.hlsl" #include "TerrainLitSharePass.hlsl" #include "TerrainLitData_Basemap.hlsl" #include "../../ShaderPass/ShaderPassGBuffer.hlsl" ENDHLSL } // Extracts information for lightmapping, GI (emission, albedo, ...) // This pass it not used during regular rendering. Pass { Name "META" Tags{ "LightMode" = "Meta" } Cull Off HLSLPROGRAM // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "TerrainLitSharePass.hlsl" #include "TerrainLitData_Basemap.hlsl" #include "../../ShaderPass/ShaderPassLightTransport.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] ZClip [_ZClip] ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #define SHADERPASS SHADERPASS_SHADOWS #define USE_LEGACY_UNITY_MATRIX_VARIABLES #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #include "../Lit/ShaderPass/LitDepthPass.hlsl" #include "TerrainLitData_Basemap.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{ "LightMode" = "DepthOnly" } Cull[_CullMode] ZWrite On HLSLPROGRAM // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "../../ShaderVariables.hlsl" #include "../../Material/Material.hlsl" #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator #include "../Lit/ShaderPass/LitSharePass.hlsl" #else #include "../Lit/ShaderPass/LitDepthPass.hlsl" #endif #include "TerrainLitData_Basemap.hlsl" #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" ENDHLSL } Pass { Name "Forward" // Name is not used Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index Stencil { WriteMask [_StencilWriteMask] Ref [_StencilRef] Comp Always Pass Replace } // In case of forward we want to have depth equal for opaque mesh ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullMode] HLSLPROGRAM #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ SHADOWS_SHADOWMASK // Setup DECALS_OFF so the shader stripper can remove variants #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT // #include "../../Lighting/Forward.hlsl" //#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS #define LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #define SHADERPASS SHADERPASS_FORWARD // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) #ifndef _SURFACE_TYPE_TRANSPARENT #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST #endif #include "../../ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "../../Debug/DebugDisplay.hlsl" #endif #include "../../Lighting/Lighting.hlsl" #include "TerrainLitSharePass.hlsl" #include "TerrainLitData_Basemap.hlsl" #include "../../ShaderPass/ShaderPassForward.hlsl" ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } }