81 lines
3.1 KiB
Plaintext
81 lines
3.1 KiB
Plaintext
// The MIT License (MIT) (see LICENSE.txt)
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// Copyright (c) 2016 Unity Technologies
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// Copyright © 2021 Jens Neitzel
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Shader "Terrain/HeightBlend UnityTerrain, Simple Tiling (Better Performance)" {
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Properties {
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// used in fallback on old cards & base map
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[HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
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[HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
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_HeightMap0 ("Height Map Layer 0", 2D) = "grey" {}
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_HeightMap1 ("Height Map Layer 1", 2D) = "grey" {}
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_HeightMap2 ("Height Map Layer 2", 2D) = "grey" {}
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_HeightMap3 ("Height Map Layer 3", 2D) = "grey" {}
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_DistantMap ("Distant Map", 2D) = "grey" {}
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_DistMapBlendDistance("Distant Map Blend Distance", Range(0.0, 128)) = 64
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_DistMapInfluenceMin("Distant Map Influence Min", Range(0.0, 1.0)) = 0.2
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_DistMapInfluenceMax("Distant Map Influence Max", Range(0.0, 1.0)) = 0.8
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_OverlapDepth("Height Blend Overlap Depth", Range(0.001, 1.0)) = 0.07
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_Parallax ("Parallax Height", Range (0.005, 0.08)) = 0.02
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}
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SubShader {
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Tags {
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"Queue" = "Geometry-100"
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"RenderType" = "Opaque"
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}
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CGPROGRAM
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#pragma surface surf Standard vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
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#pragma multi_compile_fog // needed because finalcolor oppresses fog code generation.
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#pragma target 3.0
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// needs more than 8 texcoords
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#pragma exclude_renderers gles
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#include "UnityPBSLighting.cginc"
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#pragma multi_compile __ _NORMALMAP
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#define TERRAIN_STANDARD_SHADER
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#define TERRAIN_INSTANCED_PERPIXEL_NORMAL
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#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
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#include "TerrainHeightBlendSplatmapCommon.cginc"
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half _Metallic0;
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half _Metallic1;
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half _Metallic2;
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half _Metallic3;
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half _Smoothness0;
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half _Smoothness1;
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half _Smoothness2;
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half _Smoothness3;
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half4 splat_control;
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half weight;
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fixed4 mixedDiffuse;
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half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal);
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o.Albedo = mixedDiffuse.rgb;
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o.Alpha = weight;
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o.Smoothness = mixedDiffuse.a;
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o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3));
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}
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ENDCG
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UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
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UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
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}
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Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Standard-AddPass"
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Dependency "BaseMapShader" = "Hidden/TerrainEngine/Splatmap/Standard-Base"
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Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Standard-BaseGen"
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Fallback "Nature/Terrain/Standard"
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}
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