316 lines
13 KiB
Plaintext
316 lines
13 KiB
Plaintext
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"
|
|
}
|