156 lines
5.3 KiB
HLSL
156 lines
5.3 KiB
HLSL
#ifndef UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
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#define UNIVERSAL_TERRAIN_LIT_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _BaseColor;
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half _Cutoff;
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UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Control);
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float4 _Splat0_TexelSize, _Splat1_TexelSize, _Splat2_TexelSize, _Splat3_TexelSize;
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UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat0);
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UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat1);
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UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat2);
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UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat3);
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CBUFFER_END
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#define _Surface 0.0 // Terrain is always opaque
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CBUFFER_START(_Terrain)
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half _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3;
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half _Metallic0, _Metallic1, _Metallic2, _Metallic3;
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half _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3;
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half4 _DiffuseRemapScale0, _DiffuseRemapScale1, _DiffuseRemapScale2, _DiffuseRemapScale3;
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half4 _MaskMapRemapOffset0, _MaskMapRemapOffset1, _MaskMapRemapOffset2, _MaskMapRemapOffset3;
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half4 _MaskMapRemapScale0, _MaskMapRemapScale1, _MaskMapRemapScale2, _MaskMapRemapScale3;
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float4 _Control_ST;
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float4 _Control_TexelSize;
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half _DiffuseHasAlpha0, _DiffuseHasAlpha1, _DiffuseHasAlpha2, _DiffuseHasAlpha3;
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half _LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3;
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half4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
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half _HeightTransition;
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half _NumLayersCount;
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#ifdef UNITY_INSTANCING_ENABLED
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float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
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float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
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#endif
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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CBUFFER_END
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TEXTURE2D(_Control); SAMPLER(sampler_Control);
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TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0);
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TEXTURE2D(_Splat1);
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TEXTURE2D(_Splat2);
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TEXTURE2D(_Splat3);
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#ifdef _NORMALMAP
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TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0);
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TEXTURE2D(_Normal1);
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TEXTURE2D(_Normal2);
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TEXTURE2D(_Normal3);
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#endif
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#ifdef _MASKMAP
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TEXTURE2D(_Mask0); SAMPLER(sampler_Mask0);
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TEXTURE2D(_Mask1);
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TEXTURE2D(_Mask2);
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TEXTURE2D(_Mask3);
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#endif
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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TEXTURE2D(_MetallicTex); SAMPLER(sampler_MetallicTex);
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#ifdef UNITY_INSTANCING_ENABLED
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TEXTURE2D(_TerrainHeightmapTexture);
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TEXTURE2D(_TerrainNormalmapTexture);
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SAMPLER(sampler_TerrainNormalmapTexture);
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#endif
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UNITY_INSTANCING_BUFFER_START(Terrain)
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UNITY_DEFINE_INSTANCED_PROP(float4, _TerrainPatchInstanceData) // float4(xBase, yBase, skipScale, ~)
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UNITY_INSTANCING_BUFFER_END(Terrain)
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#ifdef _ALPHATEST_ON
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TEXTURE2D(_TerrainHolesTexture);
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SAMPLER(sampler_TerrainHolesTexture);
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void ClipHoles(float2 uv)
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{
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float hole = SAMPLE_TEXTURE2D(_TerrainHolesTexture, sampler_TerrainHolesTexture, uv).r;
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// Fixes bug where compression is enabled and 0 isn't actually 0 but low like 1/2047. (UUM-61913)
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float epsilon = 0.0005f;
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clip(hole < epsilon ? -1 : 1);
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}
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#endif
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half4 SampleMetallicSpecGloss(float2 uv, half albedoAlpha)
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{
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half4 specGloss;
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specGloss = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, uv);
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specGloss.a = albedoAlpha;
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return specGloss;
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}
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inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
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{
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outSurfaceData = (SurfaceData)0;
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half4 albedoSmoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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outSurfaceData.alpha = 1;
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half4 specGloss = SampleMetallicSpecGloss(uv, albedoSmoothness.a);
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outSurfaceData.albedo = albedoSmoothness.rgb;
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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outSurfaceData.smoothness = specGloss.a;
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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outSurfaceData.occlusion = 1;
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outSurfaceData.emission = 0;
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}
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void TerrainInstancing(inout float4 positionOS, inout float3 normal, inout float2 uv)
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{
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#ifdef UNITY_INSTANCING_ENABLED
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float2 patchVertex = positionOS.xy;
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float4 instanceData = UNITY_ACCESS_INSTANCED_PROP(Terrain, _TerrainPatchInstanceData);
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float2 sampleCoords = (patchVertex.xy + instanceData.xy) * instanceData.z; // (xy + float2(xBase,yBase)) * skipScale
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float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(int3(sampleCoords, 0)));
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positionOS.xz = sampleCoords * _TerrainHeightmapScale.xz;
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positionOS.y = height * _TerrainHeightmapScale.y;
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#ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
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normal = float3(0, 1, 0);
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#else
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normal = _TerrainNormalmapTexture.Load(int3(sampleCoords, 0)).rgb * 2 - 1;
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#endif
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uv = sampleCoords * _TerrainHeightmapRecipSize.zw;
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#endif
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}
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void TerrainInstancing(inout float4 positionOS, inout float3 normal)
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{
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float2 uv = { 0, 0 };
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TerrainInstancing(positionOS, normal, uv);
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}
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#endif
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