Project_WL/Assets/ThirdParty/Toon Shaders Pro/Shaders/Toon Terrain/TerrainLit.shader

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Shader "Toon Shaders Pro/URP/Toon (Terrain)"
{
Properties
{
[HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
// Layer count is passed down to guide height-blend enable/disable, due
// to the fact that heigh-based blend will be broken with multipass.
[HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0
// Toon properties.
[HDR] _LightTint("Light Tint", Color) = (1, 1, 1, 1)
[HDR] _MiddleTint("Middle Tint", Color) = (0.5, 0.5, 0.5, 1)
_ShadowTint("Shadow Tint", Color) = (0, 0, 0, 0)
_AmbientStrength("Ambient Light Strength", Range(0.0, 1.0)) = 0.25
[Vector2(0.0, 1.0)] _ShadowThresholds("Shadow Thresholds", Vector) = (0.1, 0.11, 0, 0)
[Vector2(0.0, 2.0, 1.0)] _DiffuseThresholds("Diffuse Light Thresholds", Vector) = (-0.01, 0.01, 0.25, 0.27)
_SpecularBoost("Specular Boost", Range(1.0, 10.0)) = 1.0
_GIStrength("GI Strength", Range(0.0, 1.0)) = 1.0
_SpecularOffsetNoiseMap("Specular Offset Noise Map", 2D) = "black" {}
_SpecularOffsetNoiseStrength("Specular Offset Noise Strength", Range(0.0, 0.1)) = 0.02
//_SpecularStrength("Specular Strength", Range(0, 1)) = 1
[HDR] _SpecularColor("Specular Color", Color) = (1, 1, 1, 1)
//_SpecularPower("Glossiness", Range(0.1, 1000)) = 300
[Vector2(0.0, 0.05)] _SpecularThresholds("Specular Light Thresholds", Vector) = (0.001, 0.01, 0, 0)
[HDR] _RimColor("Rim Lighting Color", Color) = (1, 1, 1, 1)
[Vector2(0, 1)] _RimThresholds("Rim Thresholds", Vector) = (0.8, 0.81, 0, 0)
_RimExtension("Rim Extension", Range(0.0, 1.0)) = 0.25
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
[ToggleUI] _UseSecondThreshold("Use Second Threshold?", Float) = 0.0
[ToggleUI] _UseStochasticTexturing("Use Stochastic Texturing?", Float) = 0.0
// set by terrain engine
[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
[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] _Mask3("Mask 3 (A)", 2D) = "grey" {}
[HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
[HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
[HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
[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)) = 0.5
[HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
[HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5
// used in fallback on old cards & base map
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
[HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)
[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
[ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0
}
HLSLINCLUDE
#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_ON
#pragma shader_feature_local_fragment _USE_SECOND_THRESHOLD
#pragma shader_feature_local_fragment _USE_STOCHASTIC_TEXTURING
#pragma multi_compile_fragment __ _ALPHATEST_ON
ENDHLSL
SubShader
{
Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForwardOnly" }
HLSLPROGRAM
#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _MASKMAP
// Sample normal in pixel shader when doing instancing
#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma target 2.0
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
HLSLPROGRAM
#pragma target 4.5
// Deferred Rendering Path does not support the OpenGL-based graphics API:
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
#pragma exclude_renderers gles3 glcore
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
//#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _MASKMAP
// Sample normal in pixel shader when doing instancing
#pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_GBUFFER 1
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask R
HLSLPROGRAM
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormalsOnly"}
ZWrite On
HLSLPROGRAM
#pragma target 2.0
#pragma vertex DepthNormalOnlyVertex
#pragma fragment DepthNormalOnlyFragment
#pragma shader_feature_local _NORMALMAP
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "TerrainLitInput.hlsl"
#include "TerrainLitDepthNormalsPass.hlsl"
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
HLSLPROGRAM
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#define SCENESELECTIONPASS
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma vertex TerrainVertexMeta
#pragma fragment TerrainFragmentMeta
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma shader_feature EDITOR_VISUALIZATION
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
#include "TerrainLitInput.hlsl"
#include "TerrainLitMetaPass.hlsl"
ENDHLSL
}
UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
}
Dependency "AddPassShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)"
Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
CustomEditor "ToonShadersPro.URP.ToonTerrainShaderGUI"
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}