JiNanCementPlantForUnity/Assets/Amazing Assets/Terrain To Mesh/Shaders/Splatmap/Splatmap.cginc

50 lines
1.1 KiB
HLSL

#ifndef VACUUM_SHADERS_T2M_DEFERRED_CGINC
#define VACUUM_SHADERS_T2M_DEFERRED_CGINC
#include "../cginc/Core.cginc"
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.texcoord = v.texcoord.xy;
//Curved World
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
#endif
#endif
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
#if defined(_ALPHATEST_ON)
float holesmapValue = TerrainToMeshCalculateClipValue(IN.texcoord.xy);
clip(holesmapValue - 0.5);
#endif
#if defined(TERRAIN_TO_MESH_PASS_SHADOW_CASTER)
o.Albedo = 0;
o.Alpha = 1;
o.Normal = float3(0, 0, 1);
o.Metallic = 0;
o.Smoothness = 0;
o.Occlusion = 1;
#else
TerrainToMeshCalculateLayersBlend(IN.texcoord.xy, o.Albedo, o.Alpha, o.Normal, o.Metallic, o.Smoothness, o.Occlusion);
#endif
}
#endif