624 lines
24 KiB
HLSL
624 lines
24 KiB
HLSL
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#ifndef UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
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#define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#ifdef _USE_STOCHASTIC_TEXTURING
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#define TERRAIN_SAMPLE stochasticTexturing
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#else
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#define TERRAIN_SAMPLE SAMPLE_TEXTURE2D
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 uvMainAndLM : TEXCOORD0; // xy: control, zw: lightmap
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#ifndef TERRAIN_SPLAT_BASEPASS
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float4 uvSplat01 : TEXCOORD1; // xy: splat0, zw: splat1
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float4 uvSplat23 : TEXCOORD2; // xy: splat2, zw: splat3
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#endif
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD3;
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half3 vertexSH : TEXCOORD4; // SH
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD6;
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#endif
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float3 positionWS : TEXCOORD7;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD8;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD9;
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#endif
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float3 viewWS : TEXCOORD10;
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#include "ToonTerrainFunctions.hlsl"
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// Take a 2D seed value and output a random 2D vector.
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inline float2 hash2D2D(float2 s)
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{
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return frac(sin(fmod(float2(dot(s, float2(127.1, 311.7)), dot(s, float2(269.5, 183.3))), 3.14159)) * 43758.5453);
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}
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// Based on https://www.reddit.com/r/Unity3D/comments/dhr5g2/i_made_a_stochastic_texture_sampling_shader/
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float4 stochasticTexturing(texture2D tex, sampler samplerState, float2 uv)
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{
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float4x3 BW_vx;
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float2 skewUV = mul(float2x2(1.0f, 0.0f, -0.57735027f, 1.15470054f), uv * 3.464f);
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float2 vxID = float2(floor(skewUV));
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float3 barycentric = float3(frac(skewUV), 0);
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barycentric.z = 1.0 - barycentric.x - barycentric.y;
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BW_vx = ((barycentric.z > 0) ?
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float4x3(float3(vxID, 0), float3(vxID + float2(0, 1), 0), float3(vxID + float2(1, 0), 0), barycentric.zyx) :
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float4x3(float3(vxID + float2(1, 1), 0), float3(vxID + float2(1, 0), 0), float3(vxID + float2(0, 1), 0), float3(-barycentric.z, 1.0 - barycentric.y, 1.0 - barycentric.x)));
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// Calculate derivatives to avoid triangular grid artifacts.
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float2 dx = ddx(uv);
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float2 dy = ddy(uv);
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// Blend samples with calculated weights.
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return mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[0].xy), dx, dy), BW_vx[3].x) +
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mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[1].xy), dx, dy), BW_vx[3].y) +
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mul(SAMPLE_TEXTURE2D_GRAD(tex, samplerState, uv + hash2D2D(BW_vx[2].xy), dx, dy), BW_vx[3].z);
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}
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void InitializeInputData(Varyings IN, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = IN.positionWS;
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inputData.positionCS = IN.positionCS;
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = half3(IN.normalWS.w, IN.tangentWS.w, IN.bitangentWS.w);
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inputData.tangentToWorld = half3x3(-IN.tangentWS.xyz, IN.bitangentWS.xyz, IN.normalWS.xyz);
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inputData.normalWS = TransformTangentToWorld(normalTS, inputData.tangentToWorld);
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half3 SH = 0;
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#elif defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
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float2 sampleCoords = (IN.uvMainAndLM.xy / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
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half3 normalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
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half3 tangentWS = cross(GetObjectToWorldMatrix()._13_23_33, normalWS);
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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(-tangentWS, cross(normalWS, tangentWS), normalWS));
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half3 SH = 0;
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
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inputData.normalWS = IN.normalWS;
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half3 SH = IN.vertexSH;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = IN.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactorAndVertexLight.x);
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inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
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#else
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inputData.fogCoord = InitializeInputDataFog(float4(IN.positionWS, 1.0), IN.fogFactor);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, IN.dynamicLightmapUV, SH, inputData.normalWS);
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#else
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inputData.bakedGI = SAMPLE_GI(IN.uvMainAndLM.zw, SH, inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(IN.uvMainAndLM.zw)
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = IN.dynamicLightmapUV;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = IN.uvMainAndLM.zw;
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#else
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inputData.vertexSH = SH;
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#endif
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#endif
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}
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#ifndef TERRAIN_SPLAT_BASEPASS
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void NormalMapMix(float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, inout half3 mixedNormal)
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{
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#if defined(_NORMALMAP)
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half3 nrm = half(0.0);
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nrm += splatControl.r * UnpackNormalScale(TERRAIN_SAMPLE(_Normal0, sampler_Normal0, uvSplat01.xy), _NormalScale0);
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nrm += splatControl.g * UnpackNormalScale(TERRAIN_SAMPLE(_Normal1, sampler_Normal0, uvSplat01.zw), _NormalScale1);
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nrm += splatControl.b * UnpackNormalScale(TERRAIN_SAMPLE(_Normal2, sampler_Normal0, uvSplat23.xy), _NormalScale2);
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nrm += splatControl.a * UnpackNormalScale(TERRAIN_SAMPLE(_Normal3, sampler_Normal0, uvSplat23.zw), _NormalScale3);
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// avoid risk of NaN when normalizing.
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#if HAS_HALF
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nrm.z += half(0.01);
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#else
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nrm.z += 1e-5f;
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#endif
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mixedNormal = normalize(nrm.xyz);
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#endif
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}
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void SplatmapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal)
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{
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half4 diffAlbedo[4];
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diffAlbedo[0] = TERRAIN_SAMPLE(_Splat0, sampler_Splat0, uvSplat01.xy);
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diffAlbedo[1] = TERRAIN_SAMPLE(_Splat1, sampler_Splat0, uvSplat01.zw);
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diffAlbedo[2] = TERRAIN_SAMPLE(_Splat2, sampler_Splat0, uvSplat23.xy);
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diffAlbedo[3] = TERRAIN_SAMPLE(_Splat3, sampler_Splat0, uvSplat23.zw);
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// This might be a bit of a gamble -- the assumption here is that if the diffuseMap has no
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// alpha channel, then diffAlbedo[n].a = 1.0 (and _DiffuseHasAlphaN = 0.0)
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// Prior to coming in, _SmoothnessN is actually set to max(_DiffuseHasAlphaN, _SmoothnessN)
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// This means that if we have an alpha channel, _SmoothnessN is locked to 1.0 and
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// otherwise, the true slider value is passed down and diffAlbedo[n].a == 1.0.
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defaultSmoothness = half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a);
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defaultSmoothness *= half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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#ifndef _TERRAIN_BLEND_HEIGHT // density blending
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if(_NumLayersCount <= 4)
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{
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// 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
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half4 opacityAsDensity = saturate((half4(diffAlbedo[0].a, diffAlbedo[1].a, diffAlbedo[2].a, diffAlbedo[3].a) - (1 - splatControl)) * 20.0);
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opacityAsDensity += 0.001h * splatControl; // if all weights are zero, default to what the blend mask says
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half4 useOpacityAsDensityParam = { _DiffuseRemapScale0.w, _DiffuseRemapScale1.w, _DiffuseRemapScale2.w, _DiffuseRemapScale3.w }; // 1 is off
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splatControl = lerp(opacityAsDensity, splatControl, useOpacityAsDensityParam);
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}
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#endif
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// Now that splatControl has changed, we can compute the final weight and normalize
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weight = dot(splatControl, 1.0h);
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#ifdef TERRAIN_SPLAT_ADDPASS
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clip(weight <= 0.005h ? -1.0h : 1.0h);
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#endif
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#ifndef _TERRAIN_BASEMAP_GEN
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// Normalize weights before lighting and restore weights in final modifier functions so that the overal
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// lighting result can be correctly weighted.
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splatControl /= (weight + HALF_MIN);
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#endif
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mixedDiffuse = 0.0h;
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mixedDiffuse += diffAlbedo[0] * half4(_DiffuseRemapScale0.rgb * splatControl.rrr, 1.0h);
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mixedDiffuse += diffAlbedo[1] * half4(_DiffuseRemapScale1.rgb * splatControl.ggg, 1.0h);
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mixedDiffuse += diffAlbedo[2] * half4(_DiffuseRemapScale2.rgb * splatControl.bbb, 1.0h);
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mixedDiffuse += diffAlbedo[3] * half4(_DiffuseRemapScale3.rgb * splatControl.aaa, 1.0h);
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NormalMapMix(uvSplat01, uvSplat23, splatControl, mixedNormal);
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}
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#endif
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#ifdef _TERRAIN_BLEND_HEIGHT
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void HeightBasedSplatModify(inout half4 splatControl, in half4 masks[4])
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{
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// heights are in mask blue channel, we multiply by the splat Control weights to get combined height
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half4 splatHeight = half4(masks[0].b, masks[1].b, masks[2].b, masks[3].b) * splatControl.rgba;
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half maxHeight = max(splatHeight.r, max(splatHeight.g, max(splatHeight.b, splatHeight.a)));
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// Ensure that the transition height is not zero.
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half transition = max(_HeightTransition, 1e-5);
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// This sets the highest splat to "transition", and everything else to a lower value relative to that, clamping to zero
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// Then we clamp this to zero and normalize everything
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half4 weightedHeights = splatHeight + transition - maxHeight.xxxx;
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weightedHeights = max(0, weightedHeights);
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// We need to add an epsilon here for active layers (hence the blendMask again)
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// so that at least a layer shows up if everything's too low.
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weightedHeights = (weightedHeights + 1e-6) * splatControl;
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// Normalize (and clamp to epsilon to keep from dividing by zero)
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half sumHeight = max(dot(weightedHeights, half4(1, 1, 1, 1)), 1e-6);
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splatControl = weightedHeights / sumHeight.xxxx;
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}
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#endif
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void SplatmapFinalColor(inout half4 color, half fogCoord)
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{
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color.rgb *= color.a;
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#ifndef TERRAIN_GBUFFER // Technically we don't need fogCoord, but it is still passed from the vertex shader.
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#ifdef TERRAIN_SPLAT_ADDPASS
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color.rgb = MixFogColor(color.rgb, half3(0,0,0), fogCoord);
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#else
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color.rgb = MixFog(color.rgb, fogCoord);
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#endif
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#endif
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}
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void SetupTerrainDebugTextureData(inout InputData inputData, float2 uv)
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{
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#if defined(DEBUG_DISPLAY)
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#if defined(TERRAIN_SPLAT_ADDPASS)
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if (_DebugMipInfoMode != DEBUGMIPINFOMODE_NONE)
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{
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discard; // Layer 4 & beyond are done additively, doesn't make sense for the mipmap streaming debug views -> stop.
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}
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#endif
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switch (_DebugMipMapTerrainTextureMode)
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{
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case DEBUGMIPMAPMODETERRAINTEXTURE_CONTROL:
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Control), _Control);
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break;
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case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER0:
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat0), _Splat0);
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break;
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case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER1:
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat1), _Splat1);
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break;
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case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER2:
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat2), _Splat2);
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break;
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case DEBUGMIPMAPMODETERRAINTEXTURE_LAYER3:
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, TRANSFORM_TEX(uv, _Splat3), _Splat3);
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break;
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default:
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break;
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}
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// TERRAIN_STREAM_INFO: no streamInfo will have been set (no MeshRenderer); set status to "6" to reflect in the debug status that this is a terrain
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// also, set the per-material status to "4" to indicate warnings
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inputData.streamInfo = TERRAIN_STREAM_INFO;
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard Terrain shader
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Varyings SplatmapVert(Attributes v)
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{
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainInstancing(v.positionOS, v.normalOS, v.texcoord);
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VertexPositionInputs Attributes = GetVertexPositionInputs(v.positionOS.xyz);
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o.uvMainAndLM.xy = v.texcoord;
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o.uvMainAndLM.zw = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
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#ifndef TERRAIN_SPLAT_BASEPASS
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o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
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o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
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o.uvSplat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
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o.uvSplat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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o.dynamicLightmapUV = v.texcoord * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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#if defined(_NORMALMAP) && !defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(Attributes.positionWS);
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float4 vertexTangent = float4(cross(float3(0, 0, 1), v.normalOS), 1.0);
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VertexNormalInputs normalInput = GetVertexNormalInputs(v.normalOS, vertexTangent);
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o.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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o.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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o.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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o.normalWS = TransformObjectToWorldNormal(v.normalOS);
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o.vertexSH = SampleSH(o.normalWS);
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#endif
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half fogFactor = 0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(Attributes.positionCS.z);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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o.fogFactorAndVertexLight.x = fogFactor;
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o.fogFactorAndVertexLight.yzw = VertexLighting(Attributes.positionWS, o.normalWS.xyz);
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#else
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o.fogFactor = fogFactor;
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#endif
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o.positionWS = Attributes.positionWS;
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o.positionCS = Attributes.positionCS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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o.shadowCoord = GetShadowCoord(Attributes);
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#endif
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o.viewWS = GetWorldSpaceNormalizeViewDir(o.positionWS);
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return o;
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}
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void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN)
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{
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masks[0] = 0.5h;
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masks[1] = 0.5h;
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masks[2] = 0.5h;
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masks[3] = 0.5h;
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#ifdef _MASKMAP
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masks[0] = lerp(masks[0], SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy), hasMask.x);
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masks[1] = lerp(masks[1], SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw), hasMask.y);
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masks[2] = lerp(masks[2], SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy), hasMask.z);
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masks[3] = lerp(masks[3], SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw), hasMask.w);
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#endif
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masks[0] *= _MaskMapRemapScale0.rgba;
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masks[0] += _MaskMapRemapOffset0.rgba;
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masks[1] *= _MaskMapRemapScale1.rgba;
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masks[1] += _MaskMapRemapOffset1.rgba;
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masks[2] *= _MaskMapRemapScale2.rgba;
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|
masks[2] += _MaskMapRemapOffset2.rgba;
|
|
masks[3] *= _MaskMapRemapScale3.rgba;
|
|
masks[3] += _MaskMapRemapOffset3.rgba;
|
|
}
|
|
|
|
// Terrain fragment shader.
|
|
void SplatmapFragment(Varyings i , out half4 outColor : SV_Target0
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
, out float4 outRenderingLayers : SV_Target1
|
|
#endif
|
|
)
|
|
{
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
#ifdef _ALPHATEST_ON
|
|
ClipHoles(i.uvMainAndLM.xy);
|
|
#endif
|
|
|
|
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
|
|
#ifdef TERRAIN_SPLAT_BASEPASS
|
|
half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvMainAndLM.xy).rgb;
|
|
half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uvMainAndLM.xy).a;
|
|
half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, i.uvMainAndLM.xy).r;
|
|
half alpha = 1;
|
|
half occlusion = 1;
|
|
half3 specularStrength = 1;
|
|
#else
|
|
|
|
half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
|
|
half4 masks[4];
|
|
ComputeMasks(masks, hasMask, i);
|
|
|
|
float2 splatUV = (i.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
|
|
half4 splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
|
|
|
|
half alpha = dot(splatControl, 1.0h);
|
|
#ifdef _TERRAIN_BLEND_HEIGHT
|
|
// disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization)
|
|
if (_NumLayersCount <= 4)
|
|
HeightBasedSplatModify(splatControl, masks);
|
|
#endif
|
|
|
|
half weight;
|
|
half4 mixedDiffuse;
|
|
half4 defaultSmoothness;
|
|
SplatmapMix(i.uvMainAndLM, i.uvSplat01, i.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
|
|
half3 albedo = mixedDiffuse.rgb;
|
|
|
|
half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
|
|
half4 defaultOcclusion = half4(_MaskMapRemapScale0.g, _MaskMapRemapScale1.g, _MaskMapRemapScale2.g, _MaskMapRemapScale3.g) +
|
|
half4(_MaskMapRemapOffset0.g, _MaskMapRemapOffset1.g, _MaskMapRemapOffset2.g, _MaskMapRemapOffset3.g);
|
|
|
|
half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
|
|
defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
|
|
half smoothness = dot(splatControl, defaultSmoothness);
|
|
|
|
half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
|
|
defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
|
|
half metallic = dot(splatControl, defaultMetallic);
|
|
|
|
half3 specularStrength = splatControl.x * _Specular0 + splatControl.y * _Specular1 + splatControl.z * _Specular2 + splatControl.w * _Specular3;
|
|
|
|
half4 maskOcclusion = half4(masks[0].g, masks[1].g, masks[2].g, masks[3].g);
|
|
defaultOcclusion = lerp(defaultOcclusion, maskOcclusion, hasMask);
|
|
half occlusion = dot(splatControl, defaultOcclusion);
|
|
#endif
|
|
|
|
InputData inputData;
|
|
InitializeInputData(i, normalTS, inputData);
|
|
SetupTerrainDebugTextureData(inputData, i.uvMainAndLM.xy);
|
|
|
|
#if defined(_DBUFFER)
|
|
half3 specular = half3(0.0h, 0.0h, 0.0h);
|
|
ApplyDecal(i.positionCS,
|
|
albedo,
|
|
specular,
|
|
inputData.normalWS,
|
|
metallic,
|
|
occlusion,
|
|
smoothness);
|
|
#endif
|
|
|
|
// Calculate the specular light offset values.
|
|
float2 offsetUVs = TRANSFORM_TEX(i.positionWS.xz, _SpecularOffsetNoiseMap);
|
|
float specularOffset = SAMPLE_TEXTURE2D(_SpecularOffsetNoiseMap, sampler_SpecularOffsetNoiseMap, offsetUVs).r;
|
|
specularOffset = (specularOffset - 0.5f) * _SpecularOffsetNoiseStrength;
|
|
|
|
// Get the main light.
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
|
|
|
// Set up BRDF data for lighting calculations.
|
|
BRDFData brdfData;
|
|
ToonBRDFData(albedo, metallic, 0.0f, smoothness, alpha, brdfData);
|
|
|
|
// Calculate global illumination.
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, 1.0h);
|
|
half3 giColor = ToonGlobalIllumination(brdfData, inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.normalWS, inputData.viewDirectionWS);
|
|
giColor = lerp(0.0, giColor, _GIStrength);
|
|
|
|
half3 mainLightColor = CalculateToonLighting(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS, specularOffset);
|
|
|
|
half3 additionalLightColor = 0.0h;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
|
|
// Apply secondary lights.
|
|
uint lightCount = GetAdditionalLightsCount();
|
|
|
|
#if USE_FORWARD_PLUS
|
|
|
|
// Apply secondary lights (Forward rendering).
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); ++lightIndex)
|
|
{
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
additionalLightColor += CalculateToonLighting(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, specularOffset);
|
|
}
|
|
|
|
#endif
|
|
// Apply secondary lights (Forward+ rendering).
|
|
LIGHT_LOOP_BEGIN(lightCount)
|
|
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
|
additionalLightColor += CalculateToonLighting(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, specularOffset);
|
|
|
|
LIGHT_LOOP_END
|
|
|
|
#endif
|
|
|
|
float4 baseColor = float4(albedo * (giColor + mainLightColor + additionalLightColor), alpha);
|
|
|
|
SplatmapFinalColor(baseColor, inputData.fogCoord);
|
|
|
|
outColor = half4(baseColor.rgb, 1.0h);
|
|
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(), 0, 0, 0);
|
|
#endif
|
|
}
|
|
|
|
// Shadow pass
|
|
|
|
// Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
|
|
// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
|
|
// For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
struct AttributesLean
|
|
{
|
|
float4 position : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float2 texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VaryingsLean
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
VaryingsLean ShadowPassVertex(AttributesLean v)
|
|
{
|
|
VaryingsLean o = (VaryingsLean)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
TerrainInstancing(v.position, v.normalOS, v.texcoord);
|
|
|
|
float3 positionWS = TransformObjectToWorld(v.position.xyz);
|
|
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
o.positionCS = positionCS;
|
|
|
|
o.texcoord = v.texcoord;
|
|
|
|
return o;
|
|
}
|
|
|
|
half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
|
|
{
|
|
#ifdef _ALPHATEST_ON
|
|
ClipHoles(IN.texcoord);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Depth pass
|
|
|
|
VaryingsLean DepthOnlyVertex(AttributesLean v)
|
|
{
|
|
VaryingsLean o = (VaryingsLean)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
TerrainInstancing(v.position, v.normalOS);
|
|
o.positionCS = TransformObjectToHClip(v.position.xyz);
|
|
o.texcoord = v.texcoord;
|
|
return o;
|
|
}
|
|
|
|
half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET
|
|
{
|
|
#ifdef _ALPHATEST_ON
|
|
ClipHoles(IN.texcoord);
|
|
#endif
|
|
#ifdef SCENESELECTIONPASS
|
|
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
|
|
return half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#endif
|
|
return IN.positionCS.z;
|
|
}
|
|
|
|
#endif
|