// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ASESampleShaders/SRP Universal/TerrainBasePass" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} _MetallicTex("MetallicTex", 2D) = "white" {} _Color("Color", Color) = (0,0,0,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry-100" } Cull Back HLSLINCLUDE #pragma target 3.0 ENDHLSL UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero , One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_POSITION #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_SPLAT_BASEPASS 1 sampler2D _MainTex; sampler2D _MetallicTex; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing CBUFFER_START( UnityPerMaterial ) float4 _Color; float4 _MainTex_ST; float4 _MetallicTex_ST; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexInput ApplyMeshModification( VertexInput v ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = v.vertex.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); v.vertex.xz = sampleCoords* _TerrainHeightmapScale.xz; v.vertex.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_normal = float3(0, 1, 0); #else v.ase_normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_texcoord.xy = sampleCoords; #else v.ase_texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif #endif return v; } VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); v = ApplyMeshModification(v); o.ase_texcoord6.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord6.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #if SHADER_HINT_NICE_QUALITY WorldViewDirection = SafeNormalize( WorldViewDirection ); #endif float2 uv_MainTex = IN.ase_texcoord6.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); float4 lerpResult7 = lerp( _Color , tex2DNode6 , 1.0); float2 uv_MetallicTex = IN.ase_texcoord6.xy * _MetallicTex_ST.xy + _MetallicTex_ST.zw; float3 Albedo = lerpResult7.rgb; float3 Normal = float3(0, 0, 1); float3 Emission = 0; float3 Specular = 0.5; float Metallic = tex2D( _MetallicTex, uv_MetallicTex ).r; float Smoothness = tex2DNode6.a; float Occlusion = 1; float Alpha = 1; float AlphaClipThreshold = 0.5; float3 BakedGI = 0; InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ))); #else #if !SHADER_HINT_NICE_QUALITY inputData.normalWS = WorldNormal; #else inputData.normalWS = normalize( WorldNormal ); #endif #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS ); #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif half4 color = UniversalFragmentPBR( inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return color; } ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #define SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_POSITION #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_SPLAT_BASEPASS 1 struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing CBUFFER_START( UnityPerMaterial ) float4 _Color; float4 _MainTex_ST; float4 _MetallicTex_ST; CBUFFER_END struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexInput ApplyMeshModification( VertexInput v ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = v.vertex.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); v.vertex.xz = sampleCoords* _TerrainHeightmapScale.xz; v.vertex.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_normal = float3(0, 1, 0); #else v.ase_normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_texcoord.xy = sampleCoords; #else v.ase_texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif #endif return v; } float3 _LightDirection; VertexOutput ShadowPassVertex( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); v = ApplyMeshModification(v); o.ase_texcoord2 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } half4 ShadowPassFragment(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_POSITION #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_SPLAT_BASEPASS 1 #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing CBUFFER_START( UnityPerMaterial ) float4 _Color; float4 _MainTex_ST; float4 _MetallicTex_ST; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexInput ApplyMeshModification( VertexInput v ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = v.vertex.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); v.vertex.xz = sampleCoords* _TerrainHeightmapScale.xz; v.vertex.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_normal = float3(0, 1, 0); #else v.ase_normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_texcoord.xy = sampleCoords; #else v.ase_texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif #endif return v; } VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); v = ApplyMeshModification(v); o.ase_texcoord2 = v.ase_texcoord; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif return 0; } ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_SRP_VERSION 999999 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_META #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_POSITION #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_SPLAT_BASEPASS 1 sampler2D _MainTex; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing CBUFFER_START( UnityPerMaterial ) float4 _Color; float4 _MainTex_ST; float4 _MetallicTex_ST; CBUFFER_END #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexInput ApplyMeshModification( VertexInput v ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = v.vertex.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); v.vertex.xz = sampleCoords* _TerrainHeightmapScale.xz; v.vertex.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_normal = float3(0, 1, 0); #else v.ase_normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_texcoord.xy = sampleCoords; #else v.ase_texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif #endif return v; } VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); v = ApplyMeshModification(v); o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); float4 lerpResult7 = lerp( _Color , tex2DNode6 , 1.0); float3 Albedo = lerpResult7.rgb; float3 Emission = 0; float Alpha = 1; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = Albedo; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero , One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define ASE_SRP_VERSION 999999 #pragma enable_d3d11_debug_symbols #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #define SHADERPASS_2D #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_POSITION #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_SPLAT_BASEPASS 1 sampler2D _MainTex; #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing TEXTURE2D(_TerrainHeightmapTexture);//ASE Terrain Instancing TEXTURE2D( _TerrainNormalmapTexture);//ASE Terrain Instancing #endif//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_START( Terrain )//ASE Terrain Instancing UNITY_DEFINE_INSTANCED_PROP( float4, _TerrainPatchInstanceData )//ASE Terrain Instancing UNITY_INSTANCING_BUFFER_END( Terrain)//ASE Terrain Instancing CBUFFER_START( UnityTerrain)//ASE Terrain Instancing #ifdef UNITY_INSTANCING_ENABLED//ASE Terrain Instancing float4 _TerrainHeightmapRecipSize;//ASE Terrain Instancing float4 _TerrainHeightmapScale;//ASE Terrain Instancing #endif//ASE Terrain Instancing CBUFFER_END//ASE Terrain Instancing CBUFFER_START( UnityPerMaterial ) float4 _Color; float4 _MainTex_ST; float4 _MetallicTex_ST; CBUFFER_END #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexInput ApplyMeshModification( VertexInput v ) { #ifdef UNITY_INSTANCING_ENABLED float2 patchVertex = v.vertex.xy; float4 instanceData = UNITY_ACCESS_INSTANCED_PROP( Terrain, _TerrainPatchInstanceData ); float2 sampleCoords = ( patchVertex.xy + instanceData.xy ) * instanceData.z; float height = UnpackHeightmap( _TerrainHeightmapTexture.Load( int3( sampleCoords, 0 ) ) ); v.vertex.xz = sampleCoords* _TerrainHeightmapScale.xz; v.vertex.y = height* _TerrainHeightmapScale.y; #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_normal = float3(0, 1, 0); #else v.ase_normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb* 2 - 1; #endif #ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL v.ase_texcoord.xy = sampleCoords; #else v.ase_texcoord.xy = sampleCoords* _TerrainHeightmapRecipSize.zw; #endif #endif return v; } VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); v = ApplyMeshModification(v); o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw; float4 tex2DNode6 = tex2D( _MainTex, uv_MainTex ); float4 lerpResult7 = lerp( _Color , tex2DNode6 , 1.0); float3 Albedo = lerpResult7.rgb; float Alpha = 1; float AlphaClipThreshold = 0.5; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); 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