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#ifdef _TERRAIN_8_LAYERS
#define _LAYER_COUNT 8
#else
#define _LAYER_COUNT 4
#endif
#ifndef _TERRAIN_BLEND_HEIGHT
#define _TERRAIN_BLEND_DENSITY // enable density blending by default and use DiffuseRemap.w to control whether the density blending is enabled for a layer
#endif
#define DECLARE_TERRAIN_LAYER_PROPS(n) \
float4 _Splat##n##_ST; \
float _Metallic##n; \
float _Smoothness##n; \
float _NormalScale##n; \
float4 _DiffuseRemapScale##n; \
float4 _MaskMapRemapOffset##n; \
float4 _MaskMapRemapScale##n; \
float _LayerHasMask##n;
#define DECLARE_TERRAIN_LAYER_PROPS_FIRST_4 \
DECLARE_TERRAIN_LAYER_PROPS(0) \
DECLARE_TERRAIN_LAYER_PROPS(1) \
DECLARE_TERRAIN_LAYER_PROPS(2) \
DECLARE_TERRAIN_LAYER_PROPS(3) \
float4 _Control0_TexelSize; \
#ifdef _TERRAIN_8_LAYERS
#define UNITY_TERRAIN_CB_VARS \
DECLARE_TERRAIN_LAYER_PROPS_FIRST_4 \
DECLARE_TERRAIN_LAYER_PROPS(4) \
DECLARE_TERRAIN_LAYER_PROPS(5) \
DECLARE_TERRAIN_LAYER_PROPS(6) \
DECLARE_TERRAIN_LAYER_PROPS(7) \
float4 _Control1_TexelSize; \
float _HeightTransition;
#else
#define UNITY_TERRAIN_CB_VARS \
DECLARE_TERRAIN_LAYER_PROPS_FIRST_4 \
float _HeightTransition;
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#define UNITY_TERRAIN_CB_DEBUG_VARS \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Control0); \
float4 _Splat0_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat0); \
float4 _Splat1_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat1); \
float4 _Splat2_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat2); \
float4 _Splat3_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat3); \
float4 _Splat4_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat4); \
float4 _Splat5_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat5); \
float4 _Splat6_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat6); \
float4 _Splat7_TexelSize; \
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_Splat7);