NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Scene/NLD_Scene_Terrain.shader

429 lines
20 KiB
Plaintext
Raw Normal View History

2025-08-20 17:45:57 +08:00
Shader "NLD_URP/Scene/NLD_Scene_Terrain"
{
Properties
{
2025-10-14 12:48:52 +08:00
_MinShadowStrength("Min Shadow Strength", Range(0,1)) = 0.4
2025-08-20 17:45:57 +08:00
[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
// 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" {}
// 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 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" = "UniversalForward" }
HLSLPROGRAM
#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment2
#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 _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
2025-10-14 12:48:52 +08:00
float _MinShadowStrength;
2025-08-26 13:39:36 +08:00
half3 LightingPhysicallyBased2(BRDFData brdfData, BRDFData brdfDataClearCoat,
half3 lightColor, half3 lightDirectionWS, half lightAttenuation,
half3 normalWS, half3 viewDirectionWS,
half clearCoatMask, bool specularHighlightsOff)
{
2025-10-14 12:48:52 +08:00
lightAttenuation = max(lightAttenuation, _MinShadowStrength);
2025-08-26 13:39:36 +08:00
half3 radiance = lightColor * lightAttenuation;
half3 brdf = brdfData.diffuse;
return brdf * radiance;
}
half3 LightingPhysicallyBased2(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff)
{
return LightingPhysicallyBased2(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff);
}
////////////////////////////////////////////////////////////////////////////////
/// PBR lighting...
////////////////////////////////////////////////////////////////////////////////
half4 UniversalFragmentPBR2(InputData inputData, SurfaceData surfaceData)
{
#if defined(_SPECULARHIGHLIGHTS_OFF)
bool specularHighlightsOff = true;
#else
bool specularHighlightsOff = false;
#endif
BRDFData brdfData;
// NOTE: can modify "surfaceData"...
InitializeBRDFData(surfaceData, brdfData);
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor))
{
return debugColor;
}
#endif
// Clear-coat calculation...
BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData);
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
uint meshRenderingLayers = GetMeshRenderingLayer();
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
// NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below...
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI);
LightingData lightingData = CreateLightingData(inputData, surfaceData);
lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask,
inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS,
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor = LightingPhysicallyBased2(brdfData, brdfDataClearCoat,
mainLight,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
2025-10-14 12:48:52 +08:00
2025-08-26 13:39:36 +08:00
// return half4(brdfData.albedo * mainLight.shadowAttenuation, 1);
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
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, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse;
#endif
#if REAL_IS_HALF
// Clamp any half.inf+ to HALF_MAX
return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX);
#else
return CalculateFinalColor(lightingData, surfaceData.alpha);
#endif
}
// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
half4 UniversalFragmentPBR2(InputData inputData, half3 albedo, half metallic, half3 specular,
half smoothness, half occlusion, half3 emission, half alpha)
{
SurfaceData surfaceData;
surfaceData.albedo = albedo;
surfaceData.specular = specular;
surfaceData.metallic = metallic;
surfaceData.smoothness = smoothness;
surfaceData.normalTS = half3(0, 0, 1);
surfaceData.emission = emission;
surfaceData.occlusion = occlusion;
surfaceData.alpha = alpha;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
return UniversalFragmentPBR2(inputData, surfaceData);
}
2025-08-20 17:45:57 +08:00
// Used in Standard Terrain shader
#ifdef TERRAIN_GBUFFER
FragmentOutput SplatmapFragment(Varyings IN)
#else
void SplatmapFragment2(
Varyings IN
, out half4 outColor : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
#endif
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef _ALPHATEST_ON
ClipHoles(IN.uvMainAndLM.xy);
#endif
half3 normalTS = half3(0.0h, 0.0h, 1.0h);
#ifdef TERRAIN_SPLAT_BASEPASS
half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).rgb;
half smoothness = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uvMainAndLM.xy).a;
half metallic = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MetallicTex, IN.uvMainAndLM.xy).r;
half alpha = 1;
half occlusion = 1;
#else
half4 hasMask = half4(_LayerHasMask0, _LayerHasMask1, _LayerHasMask2, _LayerHasMask3);
half4 masks[4];
ComputeMasks(masks, hasMask, IN);
float2 splatUV = (IN.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(IN.uvMainAndLM, IN.uvSplat01, IN.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);
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(IN, normalTS, inputData);
SETUP_DEBUG_TEXTURE_DATA(inputData, IN.uvMainAndLM.xy, _BaseMap);
#if defined(_DBUFFER)
half3 specular = half3(0.0h, 0.0h, 0.0h);
ApplyDecal(IN.clipPos,
albedo,
specular,
inputData.normalWS,
metallic,
occlusion,
smoothness);
#endif
#ifdef TERRAIN_GBUFFER
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, alpha, brdfData);
// Baked lighting.
half4 color;
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = alpha;
SplatmapFinalColor(color, inputData.fogCoord);
// Dynamic lighting: emulate SplatmapFinalColor() by scaling gbuffer material properties. This will not give the same results
// as forward renderer because we apply blending pre-lighting instead of post-lighting.
// Blending of smoothness and normals is also not correct but close enough?
brdfData.albedo.rgb *= alpha;
brdfData.diffuse.rgb *= alpha;
brdfData.specular.rgb *= alpha;
brdfData.reflectivity *= alpha;
inputData.normalWS = inputData.normalWS * alpha;
smoothness *= alpha;
return BRDFDataToGbuffer(brdfData, inputData, smoothness, color.rgb, occlusion);
#else
2025-08-26 13:39:36 +08:00
half4 color = UniversalFragmentPBR2(inputData, albedo, metallic, /* specular */ half3(0.0h, 0.0h, 0.0h), smoothness, occlusion, /* emission */ half3(0, 0, 0), alpha);
2025-08-20 17:45:57 +08:00
SplatmapFinalColor(color, inputData.fogCoord);
outColor = half4(color.rgb, 1.0h);
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
#endif
}
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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/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 "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/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 "UnityEditor.Rendering.Universal.TerrainLitShaderGUI"
Fallback "Hidden/Universal Render Pipeline/FallbackError"
}