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" } CGPROGRAM #pragma target 3.0 // needs more than 8 texcoords #pragma exclude_renderers gles psp2 #pragma vertex SplatmapVert #pragma fragment SpatmapFragment #include "LightweightLighting.cginc" #pragma multi_compile _ _MAIN_LIGHT_COOKIE #pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile __ _TERRAIN_NORMAL_MAP #pragma multi_compile_fog #define TERRAIN_STANDARD_SHADER #define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0, _Splat1, _Splat2, _Splat3; half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST; #ifdef _TERRAIN_NORMAL_MAP sampler2D _Normal0, _Normal1, _Normal2, _Normal3; #endif struct VertexOutput { float4 uvSplat01 : TEXCOORD0; // xy: splat0, zw: splat1 float4 uvSplat23 : TEXCOORD1; // xy: splat2, zw: splat3 float4 uvControlAndLM : TEXCOORD2; // xy: control, zw: lightmap #if _TERRAIN_NORMAL_MAP half3 tangent : TEXCOORD3; half3 binormal : TEXCOORD4; half3 normal : TEXCOORD5; #else half3 normal : TEXCOORD3; #endif half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light float3 positionWS : TEXCOORD7; float4 clipPos : SV_POSITION; }; void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse, inout fixed3 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 fixed4 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 = fixed3(0, 0, 1); #endif } VertexOutput SplatmapVert(appdata_full v) { VertexOutput o; UNITY_INITIALIZE_OUTPUT(VertexOutput, o); float4 clipPos = UnityObjectToClipPos(v.vertex); float3 positionWS = mul(unity_ObjectToWorld, v.vertex).xyz; 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 = UnityObjectToWorldNormal(v.normal); #endif o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z); o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal); o.positionWS = positionWS; o.clipPos = clipPos; return o; } half4 SpatmapFragment(VertexOutput IN) : SV_TARGET { half4 splat_control; half weight; fixed4 mixedDiffuse; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); half3 normalTangent; SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normalTangent); 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; #ifdef _TERRAIN_NORMAL_MAP half3 normalWS = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal); #else half3 normalWS = normalize(IN.normal); #endif half3 indirectDiffuse = half3(0, 0, 0); #if LIGHTMAP_ON float2 lightmapUV = IN.uvControlAndLM.zw; indirectDiffuse = SampleLightmap(lightmapUV, normalWS); #endif half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - IN.positionWS); half fogFactor = IN.fogFactorAndVertexLight.x; half4 color = LightweightFragmentPBR(IN.positionWS, normalWS, viewDirectionWS, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, albedo, metallic, specular, smoothness, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), alpha); ApplyFog(color.rgb, fogFactor); return OUTPUT_COLOR(color); } ENDCG } Pass { Tags{"Lightmode" = "DepthOnly"} ZWrite On ColorMask 0 CGPROGRAM #pragma target 2.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" float4 vert(float4 pos : POSITION) : SV_POSITION { return UnityObjectToClipPos(pos); } half4 frag() : SV_TARGET { return 0; } ENDCG } } Fallback "Hidden/InternalErrorShader" }