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