ict.lixian.three/Assets/AmplifyShaderEditor/Examples/URP/Terrain/SRP Universal Terrain Base ...

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// 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);
#endif
return color;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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//CHKSM=5D4422912BB8D06FC39879145584AC06F1CAA513