OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Templates/Terrain/Splats/Terrain-Utilities.txt

92 lines
2.7 KiB
Plaintext

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities"
{
SubShader
{
Pass
{
Name "Picking"
Tags { "LightMode" = "Picking" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma editor_sync_compilation
#include "UnityCG.cginc"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#define TERRAIN_BASE_PASS
#include "../../TerrainSplatmapCommon.cginc"
float4 vert(appdata_full v) : SV_POSITION
{
UNITY_SETUP_INSTANCE_ID(v);
Input i;
SplatmapVert(v, i);
return UnityObjectToClipPos(v.vertex);
}
uniform float4 _SelectionID;
fixed4 frag() : SV_Target
{
return _SelectionID;
}
ENDCG
}
Pass
{
Name "Selection"
Tags { "LightMode" = "SceneSelectionPass" }
Blend One Zero
ZTest LEqual
Cull Off
ZWrite Off
// push towards camera a bit, so that coord mismatch due to dynamic batching is not affecting us
Offset -0.02, 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma editor_sync_compilation
#include "UnityCG.cginc"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#define TERRAIN_BASE_PASS
#include "../../TerrainSplatmapCommon.cginc"
float4 vert(appdata_full v) : SV_POSITION
{
UNITY_SETUP_INSTANCE_ID(v);
Input i;
SplatmapVert(v, i);
return UnityObjectToClipPos(v.vertex);
}
int _ObjectId;
int _PassValue;
float4 frag() : SV_Target
{
return float4(_ObjectId, _PassValue, 1, 1);
}
ENDCG
}
}
}