源码 / Ch20/Splatmap.shader
Ch20/Splatmap.shader
// 案例 20.6:四层 Splatmap 混合(仿 URP TerrainLit 的数据布局:_Control 的 RGBA 是四层权重) Shader "Cookbook/Ch20/Splatmap" { Properties { [NoScaleOffset] _Control ("Control (RGBA = 4 layer weights)", 2D) = "red" {} [NoScaleOffset] _Splat0 ("Layer 0 (A=Height)", 2D) = "white" {} [NoScaleOffset] _Splat1 ("Layer 1 (A=Height)", 2D) = "white" {} [NoScaleOffset] _Splat2 ("Layer 2 (A=Height)", 2D) = "white" {} [NoScaleOffset] _Splat3 ("Layer 3 (A=Height)", 2D) = "white" {} [NoScaleOffset][Normal] _Normal2 ("Layer 2 Normal", 2D) = "bump" {} _SplatTiling ("Layer Tiling (1/m)", Vector) = (0.35, 0.45, 0.2, 0.18) _HeightTransition ("Height Transition", Range(0, 1)) = 0.2 [Toggle] _HeightBased ("Height Based Blend", Float) = 1 [Toggle(_DEBUG_CONTROL)] _DebugControl ("Show Control Map", Float) = 0 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float4 _SplatTiling; half _HeightTransition; half _HeightBased; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } // 自定义表面混合,没有 GBuffer Pass:Deferred 下也走前向 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _DEBUG_CONTROL #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fog #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/TerrainCommon.hlsl" TEXTURE2D(_Control); SAMPLER(sampler_Control); TEXTURE2D(_Splat0); SAMPLER(sampler_Splat0); // 与 TerrainLit 一样,四层共用 sampler_Splat0 TEXTURE2D(_Splat1); TEXTURE2D(_Splat2); TEXTURE2D(_Splat3); TEXTURE2D(_Normal2); struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float2 uv : TEXCOORD2; half fogFactor : TEXCOORD3; }; Varyings vert(Attributes v) { Varyings o; UNITY_SETUP_INSTANCE_ID(v); VertexPositionInputs p = GetVertexPositionInputs(v.positionOS.xyz); o.positionCS = p.positionCS; o.positionWS = p.positionWS; o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.uv = v.uv; o.fogFactor = ComputeFogFactor(p.positionCS.z); return o; } // 与 TerrainLit 的 HeightBasedSplatModify 同一思路: // 高度 × 权重,取最高者,比它低 transition 以上的层直接归零,剩下的重新归一化 half4 HeightBasedSplat(half4 control, half4 heights, half transition) { half4 h = heights * control; half maxH = max(max(h.r, h.g), max(h.b, h.a)); half4 w = max(h + max(transition, 1e-5) - maxH, 0); w = (w + 1e-6) * control; // 权重为 0 的层永远不出现 return w / max(dot(w, 1.0), 1e-6); } half4 frag(Varyings i) : SV_Target { half3 n = normalize(i.normalWS); half4 control = SAMPLE_TEXTURE2D(_Control, sampler_Control, i.uv); control /= max(dot(control, 1.0), 1e-4); // 画笔刷出来的权重不一定和为 1 #if defined(_DEBUG_CONTROL) half3 dbg = control.r * half3(0.2, 0.7, 0.15) + control.g * half3(0.85, 0.6, 0.25) + control.b * half3(0.6, 0.6, 0.65) + control.a * half3(1, 1, 1); return half4(dbg * (0.55 + 0.45 * saturate(dot(n, half3(0.3, 0.9, -0.3)))), 1); #endif float2 xz = i.positionWS.xz; half4 s0 = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, xz * _SplatTiling.x); half4 s1 = SAMPLE_TEXTURE2D(_Splat1, sampler_Splat0, xz * _SplatTiling.y); half4 s3 = SAMPLE_TEXTURE2D(_Splat3, sampler_Splat0, xz * _SplatTiling.w); // 第 2 层是岩石,崖壁上用 Triplanar(TerrainLit 本身没有这一步) float3 tw = TriplanarWeights(n, 8); TriplanarUV tuv = GetTriplanarUV(i.positionWS, n, _SplatTiling.z); half4 s2 = SampleTriplanar(TEXTURE2D_ARGS(_Splat2, sampler_Splat0), tuv, tw); half3 rockN = TriplanarNormalWS(TEXTURE2D_ARGS(_Normal2, sampler_Splat0), tuv, tw, n, 1, 3); if (_HeightBased > 0.5) control = HeightBasedSplat(control, half4(s0.a, s1.a, s2.a, s3.a), _HeightTransition); half3 albedo = s0.rgb * control.r + s1.rgb * control.g + s2.rgb * control.b + s3.rgb * control.a; half3 normalWS = normalize(lerp(n, rockN, control.b)); half smoothness = dot(control, half4(0.1, 0.15, 0.25, 0.5)); return Ch20ShadePBR(i.positionWS, normalWS, i.positionCS, albedo, 0, smoothness, 1, i.fogFactor); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex Ch20ShadowVert #pragma fragment Ch20EmptyFrag #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex Ch20DepthVert #pragma fragment Ch20EmptyFrag #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On HLSLPROGRAM #pragma vertex Ch20DepthVert #pragma fragment Ch20DepthNormalsFrag #pragma multi_compile_instancing #include "Assets/Cookbook/Ch20/ShadowDepthPasses.hlsl" ENDHLSL } } }