// Alloy Physical Shader Framework // Copyright 2013-2017 RUST LLC. // http://www.alloy.rustltd.com/ Shader "Hidden/Alloy/Nature/Terrain/Distant" { Properties { // Distant Terrain _DistantSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5 _DistantSpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0 _DistantRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.5 // Detail [Toggle(_DETAIL_MULX2)] _DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0 [Enum(Mul, 0, MulX2, 1)] _DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0 _DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {} _DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {} _DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1 _DetailNormalMapScale ("'Normal Strength' {}", Float) = 1 // Forward Rendering Options _ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0 [ToggleOff] _SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0 [ToggleOff] _GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0 // Advanced Options _AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0 _Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1 _RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0 // set by terrain engine _MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" {} _MetallicTex ("Metallic (R)", 2D) = "white" {} _Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.0 } CGINCLUDE #define A_TERRAIN_DISTANT ENDCG SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF //#pragma multi_compile __ VTRANSPARENCY_ON #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDBASE #include "Assets/Alloy/Shaders/Definition/Terrain.cginc" #include "Assets/Alloy/Shaders/Forward/Base.cginc" ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend One One ZWrite Off CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF //#pragma multi_compile __ VTRANSPARENCY_ON #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_FORWARDADD #include "Assets/Alloy/Shaders/Definition/Terrain.cginc" #include "Assets/Alloy/Shaders/Forward/Add.cginc" ENDCG } Pass { Name "SHADOWCASTER" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers gles #pragma multi_compile_shadowcaster #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_SHADOWCASTER #include "Assets/Alloy/Shaders/Definition/Terrain.cginc" #include "Assets/Alloy/Shaders/Forward/Shadow.cginc" ENDCG } Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt gles #pragma shader_feature _DETAIL_MULX2 #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF #pragma multi_compile_prepassfinal #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_DEFERRED #include "Assets/Alloy/Shaders/Definition/Terrain.cginc" #include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc" ENDCG } Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM #pragma target 3.0 #pragma exclude_renderers nomrt gles #pragma shader_feature _DETAIL_MULX2 #pragma vertex aMainVertexShader #pragma fragment aMainFragmentShader #define UNITY_PASS_META #include "Assets/Alloy/Shaders/Definition/Terrain.cginc" #include "Assets/Alloy/Shaders/Forward/Meta.cginc" ENDCG } } FallBack "Diffuse" }