UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBasemapGen.shader
2024-10-27 10:53:47 +03:00

208 lines
8.2 KiB
GLSL

Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
{
Properties
{
// 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
[HideInInspector] _Control("AlphaMap", 2D) = "" {}
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
[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)) = 1.0
[HideInInspector] _Smoothness1 ("Smoothness 1", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness2 ("Smoothness 2", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 1.0
[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
}
Subshader
{
HLSLINCLUDE
#pragma target 3.0
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
#define _TERRAIN_BASEMAP_GEN
#pragma shader_feature_local _TERRAIN_BLEND_HEIGHT
#pragma shader_feature_local _MASKMAP
#include "TerrainLitInput.hlsl"
#include "TerrainLitPasses.hlsl"
ENDHLSL
Pass
{
Tags
{
"Name" = "_MainTex"
"Format" = "ARGB32"
"Size" = "1"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
Varyings Vert(Attributes IN)
{
Varyings output = (Varyings) 0;
output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
// NOTE : This is basically coming from the vertex shader in TerrainLitPasses
// There are other plenty of other values that the original version computes, but for this
// pass, we are only interested in a few, so I'm just skipping the rest.
output.uvMainAndLM.xy = IN.texcoord;
output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
return output;
}
half4 Frag(Varyings IN) : SV_Target
{
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
half4 splatControl;
half weight;
half4 mixedDiffuse = 0.0h;
half4 defaultSmoothness = 0.0h;
half4 masks[4];
float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
masks[0] = 1.0h;
masks[1] = 1.0h;
masks[2] = 1.0h;
masks[3] = 1.0h;
#ifdef _MASKMAP
masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
#ifdef _TERRAIN_BLEND_HEIGHT
HeightBasedSplatModify(splatControl, masks);
#endif
#endif
SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
half4 maskSmoothness = half4(masks[0].a, masks[1].a, masks[2].a, masks[3].a);
maskSmoothness *= half4(_MaskMapRemapScale0.a, _MaskMapRemapScale1.a, _MaskMapRemapScale2.a, _MaskMapRemapScale3.a);
maskSmoothness += half4(_MaskMapRemapOffset0.a, _MaskMapRemapOffset1.a, _MaskMapRemapOffset2.a, _MaskMapRemapOffset3.a);
defaultSmoothness = lerp(defaultSmoothness, maskSmoothness, hasMask);
half smoothness = dot(splatControl, defaultSmoothness);
return half4(mixedDiffuse.rgb, smoothness);
}
ENDHLSL
}
Pass
{
Tags
{
"Name" = "_MetallicTex"
"Format" = "R8"
"Size" = "1/4"
"EmptyColor" = "FF000000"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
Varyings Vert(Attributes IN)
{
Varyings output = (Varyings)0;
output.clipPos = TransformWorldToHClip(IN.positionOS.xyz);
// This is just like the other in that it is from TerrainLitPasses
output.uvMainAndLM.xy = IN.texcoord;
output.uvSplat01.xy = TRANSFORM_TEX(IN.texcoord, _Splat0);
output.uvSplat01.zw = TRANSFORM_TEX(IN.texcoord, _Splat1);
output.uvSplat23.xy = TRANSFORM_TEX(IN.texcoord, _Splat2);
output.uvSplat23.zw = TRANSFORM_TEX(IN.texcoord, _Splat3);
return output;
}
half4 Frag(Varyings IN) : SV_Target
{
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
half4 splatControl;
half weight;
half4 mixedDiffuse;
half4 defaultSmoothness;
half4 masks[4];
float2 splatUV = (IN.uvMainAndLM.xy * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
splatControl = SAMPLE_TEXTURE2D(_Control, sampler_Control, splatUV);
masks[0] = 1.0h;
masks[1] = 1.0h;
masks[2] = 1.0h;
masks[3] = 1.0h;
#ifdef _MASKMAP
masks[0] = SAMPLE_TEXTURE2D(_Mask0, sampler_Mask0, IN.uvSplat01.xy);
masks[1] = SAMPLE_TEXTURE2D(_Mask1, sampler_Mask0, IN.uvSplat01.zw);
masks[2] = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask0, IN.uvSplat23.xy);
masks[3] = SAMPLE_TEXTURE2D(_Mask3, sampler_Mask0, IN.uvSplat23.zw);
#ifdef _TERRAIN_BLEND_HEIGHT
HeightBasedSplatModify(splatControl, masks);
#endif
#endif
SplatmapMix(IN.uvMainAndLM, IN.uvSplat01, IN.uvSplat23, splatControl, weight, mixedDiffuse, defaultSmoothness, normalTS);
half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
half4 defaultMetallic = half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3);
half4 maskMetallic = half4(masks[0].r, masks[1].r, masks[2].r, masks[3].r);
maskMetallic *= half4(_MaskMapRemapScale0.r, _MaskMapRemapScale1.r, _MaskMapRemapScale3.r, _MaskMapRemapScale3.r);
maskMetallic += half4(_MaskMapRemapOffset0.r, _MaskMapRemapOffset1.r, _MaskMapRemapOffset2.r, _MaskMapRemapOffset3.r);
defaultMetallic = lerp(defaultMetallic, maskMetallic, hasMask);
half metallic = dot(splatControl, defaultMetallic);
return metallic;
}
ENDHLSL
}
}
}