#ifndef LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED #define LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED #include "LWRP/ShaderLibrary/Lighting.hlsl" 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; float4 shadowCoord : TEXCOORD8; 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; #else input.shadowCoord = float4(0, 0, 0, 0); #endif input.fogCoord = IN.fogFactorAndVertexLight.x; input.vertexLighting = IN.fogFactorAndVertexLight.yzw; #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 = SAMPLE_TEXTURE2D(_Control, sampler_Control, IN.uvControlAndLM.xy); weight = dot(splat_control, 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 * SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, IN.uvSplat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r); mixedDiffuse += splat_control.g * SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, IN.uvSplat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g); mixedDiffuse += splat_control.b * SAMPLE_TEXTURE2D(_Splat2, sampler_Splat0, IN.uvSplat23.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.b); mixedDiffuse += splat_control.a * SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, IN.uvSplat23.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.a); #ifdef _TERRAIN_NORMAL_MAP half4 nrm = 0.0f; nrm += splat_control.r * SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, IN.uvSplat01.xy); nrm += splat_control.g * SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, IN.uvSplat01.zw); nrm += splat_control.b * SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, IN.uvSplat23.xy); nrm += splat_control.a * SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, IN.uvSplat23.zw); mixedNormal = UnpackNormal(nrm); #else mixedNormal = half3(0, 0, 1); #endif } void SplatmapFinalColor(inout half4 color, half fogCoord) { color.rgb *= color.a; #ifdef TERRAIN_SPLAT_ADDPASS ApplyFogColor(color.rgb, half3(0,0,0), fogCoord); #else ApplyFog(color.rgb, fogCoord); #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Used in Standard Terrain shader 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; #ifdef _SHADOWS_ENABLED #if SHADOWS_SCREEN o.shadowCoord = ComputeShadowCoord(o.clipPos); #else o.shadowCoord = TransformWorldToShadowCoord(positionWS); #endif #endif return o; } // Used in Standard Terrain shader 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); SplatmapFinalColor(color, inputData.fogCoord); return half4(color.rgb, 1); } #endif // LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED