// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#" { Properties { [HideInInspector][CurvedWorldBendSettingsTerrain] _CurvedWorldBendSettings("#BEND_NAME_INDEX#|#ID#", vector) = (0, 0, 0, 0) // used in fallback on old cards & base map [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1) [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "CurvedWorld_Opaque" "TerrainCompatible" = "True" } CGPROGRAM #pragma surface surf Standard vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #pragma multi_compile_fog // needed because finalcolor oppresses fog code generation. #pragma target 3.0 #include "UnityPBSLighting.cginc" #pragma multi_compile_local_fragment __ _ALPHATEST_ON #pragma multi_compile_local __ _NORMALMAP #define TERRAIN_STANDARD_SHADER #define TERRAIN_INSTANCED_PERPIXEL_NORMAL #define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG# #define CURVEDWORLD_BEND_ID_#ID# #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON #include "../../TerrainSplatmapCommon.cginc" half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; void surf (Input IN, inout SurfaceOutputStandard o) { half4 splat_control; half weight; fixed4 mixedDiffuse; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)); } ENDCG UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/PICKING" UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/SELECTION" } Dependency "AddPassShader" = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Splatmap/Standard-AddPass" Dependency "BaseMapShader" = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Splatmap/Standard-Base" Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Standard-BaseGen" Fallback "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/VertexLit" CustomEditor "AmazingAssets.CurvedWorld.Editor.TerrainShaderGUI" }