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@blewert
Created October 15, 2019 18:49
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Nature/Terrain/Flipped Standard"
{
Properties
{
// used in fallback on old cards & base map
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"Queue" = "Geometry-100"
"RenderType" = "Opaque"
}
Cull Front
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
// needs more than 8 texcoords
#pragma exclude_renderers gles
#include "UnityPBSLighting.cginc"
#pragma multi_compile_local __ _NORMALMAP
#define TERRAIN_STANDARD_SHADER
#define TERRAIN_INSTANCED_PERPIXEL_NORMAL
#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
#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/Nature/Terrain/Utilities/PICKING"
UsePass "Hidden/Nature/Terrain/Utilities/SELECTION"
}
Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Standard-AddPass"
Dependency "BaseMapShader" = "Hidden/TerrainEngine/Splatmap/Standard-Base"
Dependency "BaseMapGenShader" = "Hidden/TerrainEngine/Splatmap/Standard-BaseGen"
Fallback "Nature/Terrain/Diffuse"
}
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