// 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)(GLSL 版,对应 Ch20/Splatmap.shader) Shader "Cookbook/Ch20/Splatmap" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _SplatTiling; uniform float _HeightTransition; uniform float _HeightBased; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } // 自定义表面混合,没有 GBuffer Pass:Deferred 下也走前向 GLSLPROGRAM #pragma shader_feature_local_fragment _DEBUG_CONTROL #pragma multi_compile_fog #pragma multi_compile_instancing #include "Ch20/TerrainCommon.glsl" uniform sampler2D _Control; uniform sampler2D _Splat0; // HLSL 版四层共用 sampler_Splat0(与 TerrainLit 一样);GLSL 每张图自带采样状态 uniform sampler2D _Splat1; uniform sampler2D _Splat2; uniform sampler2D _Splat3; uniform sampler2D _Normal2; VARYING vec3 positionWS; VARYING vec3 normalWS; VARYING vec2 uv; VARYING float fogFactor; #ifdef VERTEX void main() { VertexPositionInputs p = GetVertexPositionInputs(positionOS.xyz); gl_Position = p.positionCS; positionWS = p.positionWS; normalWS = TransformObjectToWorldNormal(normalOS); uv = texcoord0.xy; fogFactor = ComputeFogFactor(p.positionCS.z); } #endif #ifdef FRAGMENT //#region heightSplat // 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 vec4 HeightBasedSplat(vec4 control, vec4 heights, float transition) { vec4 h = heights * control; float maxH = max(max(h.r, h.g), max(h.b, h.a)); vec4 w = max(h + max(transition, 1e-5) - maxH, 0.0); w = (w + 1e-6) * control; // 权重为 0 的层永远不出现 return w / max(dot(w, vec4(1.0)), 1e-6); } //#endregion //#region frag vec4 frag() { vec3 n = normalize(normalWS); vec4 control = texture(_Control, uv); control /= max(dot(control, vec4(1.0)), 1e-4); // 画笔刷出来的权重不一定和为 1 #if defined(_DEBUG_CONTROL) vec3 dbg = control.r * vec3(0.2, 0.7, 0.15) + control.g * vec3(0.85, 0.6, 0.25) + control.b * vec3(0.6, 0.6, 0.65) + control.a * vec3(1, 1, 1); return vec4(dbg * (0.55 + 0.45 * saturate(dot(n, vec3(0.3, 0.9, -0.3)))), 1.0); #endif vec2 xz = positionWS.xz; vec4 s0 = texture(_Splat0, xz * _SplatTiling.x); vec4 s1 = texture(_Splat1, xz * _SplatTiling.y); vec4 s3 = texture(_Splat3, xz * _SplatTiling.w); // 第 2 层是岩石,崖壁上用 Triplanar(TerrainLit 本身没有这一步) vec3 tw = TriplanarWeights(n, 8.0); TriplanarUV tuv = GetTriplanarUV(positionWS, n, _SplatTiling.z); vec4 s2 = SampleTriplanar(_Splat2, tuv, tw); vec3 rockN = TriplanarNormalWS(_Normal2, tuv, tw, n, 1.0, 3); if (_HeightBased > 0.5) control = HeightBasedSplat(control, vec4(s0.a, s1.a, s2.a, s3.a), _HeightTransition); vec3 albedo = s0.rgb * control.r + s1.rgb * control.g + s2.rgb * control.b + s3.rgb * control.a; vec3 nWS = normalize(mix(n, rockN, control.b)); float smoothness = dot(control, vec4(0.1, 0.15, 0.25, 0.5)); return Ch20ShadePBR(positionWS, nWS, gl_FragCoord, albedo, 0.0, smoothness, 1.0, fogFactor); } //#endregion void main() { fragColor = frag(); } #endif ENDGLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 GLSLPROGRAM #pragma multi_compile_instancing #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #define CH20_SHADOW_PASS #include "Ch20/ShadowDepthPasses.glsl" ENDGLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R GLSLPROGRAM #pragma multi_compile_instancing #define CH20_DEPTH_PASS #include "Ch20/ShadowDepthPasses.glsl" ENDGLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On GLSLPROGRAM #pragma multi_compile_instancing #define CH20_DEPTHNORMALS_PASS #include "Ch20/ShadowDepthPasses.glsl" ENDGLSL } } }