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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- Shader "Nature/Terrain/Diffuse" {
- Properties {
- // used in fallback on old cards & base map
- [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {}
- [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1)
- }
- CGINCLUDE
- #pragma surface surf Lambert vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer addshadow fullforwardshadows
- #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
- #pragma multi_compile_fog
- #include "TerrainSplatmapCommon.cginc"
- void surf(Input IN, inout SurfaceOutput o)
- {
- half4 splat_control;
- half weight;
- fixed4 mixedDiffuse;
- SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
- o.Albedo = mixedDiffuse.rgb;
- o.Alpha = weight;
- }
- ENDCG
- Category {
- Tags {
- "Queue" = "Geometry-99"
- "RenderType" = "Opaque"
- }
- // TODO: Seems like "#pragma target 3.0 _NORMALMAP" can't fallback correctly on less capable devices?
- // Use two sub-shaders to simulate different features for different targets and still fallback correctly.
- SubShader { // for sm3.0+ targets
- CGPROGRAM
- #pragma target 3.0
- #pragma multi_compile __ _NORMALMAP
- ENDCG
- UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
- UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
- }
- SubShader { // for sm2.0 targets
- CGPROGRAM
- ENDCG
- }
- }
- Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
- Dependency "BaseMapShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-Base"
- Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-BaseGen"
- Dependency "Details0" = "Hidden/TerrainEngine/Details/Vertexlit"
- Dependency "Details1" = "Hidden/TerrainEngine/Details/WavingDoublePass"
- Dependency "Details2" = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
- Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"
- Fallback "Diffuse"
- }
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