﻿Shader "FlatKit/Terrain"
{
    Properties
    {
        [Space(10)]
        [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
        _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
        _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Shadow Edge Size", Range(0, 0.5)) = 0.05
        _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0

        [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
        _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
        _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}

        [Space(10)]
        [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
        _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
        _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Shadow Edge Size", Range(0, 0.5)) = 0.05
        _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0

        [Space(10)]
        [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
        [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
        _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0

        [Space(10)]
        [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
        [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
        _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
        _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5

        [Space(10)]
        [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
        [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
        _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
        _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
        _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0

        _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
        _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0

        [Space(5)]
        // Used to provide light direction to cel shading if all light in the scene is baked.
        [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0
        _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
        _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
        [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)

        [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){4}]Mode", Float) = 0
        _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
        _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
        _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0

		// Editmode props
        [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0

    	[Space]
    	[Space]

        // --------------------------------
        // --- From `TerrainLit.shader` ---
        // --------------------------------
        [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
        [HideInInspector] _HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
        // Layer count is passed down to guide height-blend enable/disable, due
        // to the fact that heigh-based blend will be broken with multipass.
        [HideInInspector] [PerRendererData] _NumLayersCount ("Total Layer Count", Float) = 1.0

        // set by terrain engine
        [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
        [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {}
        [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {}
        [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {}
        [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {}
        [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
        [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
        [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
        [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
        [HideInInspector] _Mask3("Mask 3 (A)", 2D) = "grey" {}
        [HideInInspector] _Mask2("Mask 2 (B)", 2D) = "grey" {}
        [HideInInspector] _Mask1("Mask 1 (G)", 2D) = "grey" {}
        [HideInInspector] _Mask0("Mask 0 (R)", 2D) = "grey" {}
        [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
        [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
        [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0
        [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0
        [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5
        [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5
        [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5
        [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5

        // used in fallback on old cards & base map
        [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {}
        [HideInInspector] _BaseColor("Main Color", Color) = (1,1,1,1)

		[HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}

        [HideInInspector] [ToggleUI] _EnableInstancedPerPixelNormal("Enable Instanced per-pixel normal", Float) = 1.0

		/* start CurvedWorld */
		//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
		/* end CurvedWorld */
    }

    HLSLINCLUDE

	#pragma multi_compile_fragment __ _ALPHATEST_ON

    ENDHLSL

    SubShader
    {
        Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "False" "TerrainCompatible" = "True"}

    	HLSLINCLUDE
    	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
    	ENDHLSL

        Pass
        {
            Name "ForwardLit"
            Tags { "LightMode" = "UniversalForwardOnly" }
            HLSLPROGRAM
            #pragma target 3.0

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment_DSTRM

            #define _METALLICSPECGLOSSMAP 1
            #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

            // -------------------------------------
            // Flat Kit
            #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
            #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON
            #pragma shader_feature_local_fragment DR_GRADIENT_ON
            #pragma shader_feature_local_fragment DR_SPECULAR_ON
            #pragma shader_feature_local_fragment DR_RIM_ON
            #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR
            #pragma shader_feature_local __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR

            // -------------------------------------
            // Universal Pipeline keywords
            #if VERSION_GREATER_EQUAL(11, 0)
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #else
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
            #endif
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #if VERSION_GREATER_EQUAL(12, 0)
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #endif
            #if UNITY_VERSION >= 202220
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
            #endif
            #if UNITY_VERSION >= 60000000
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
            #endif

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #if UNITY_VERSION >= 202230
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fragment _ DEBUG_DISPLAY
            #endif
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #pragma shader_feature_local_fragment _TERRAIN_BLEND_HEIGHT
            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local_fragment _MASKMAP
            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL

            // Detail map.
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE

            TEXTURE2D(_DetailMap);
            SAMPLER(sampler_DetailMap);

            #define FLATKIT_TERRAIN 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "LibraryUrp/StylizedInput.hlsl"
            #include "LibraryUrp/Lighting_DR.hlsl"
            #include "LibraryUrp/TerrainLitPasses_DR.hlsl"
            
			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        // Passes from `TerrainLit.shader`.
        Pass
        {
            Name "ShadowCaster"
            Tags{"LightMode" = "ShadowCaster"}

            ZWrite On
            ColorMask 0

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            // -------------------------------------
            // Universal Pipeline keywords

            // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            
			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        Pass
        {
            Name "DepthOnly"
            Tags{"LightMode" = "DepthOnly"}

            ZWrite On
            ColorMask 0

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            
			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        // This pass is used when drawing to a _CameraNormalsTexture texture
        Pass
        {
            Name "DepthNormals"
            Tags{"LightMode" = "DepthNormals"}

            ZWrite On

            HLSLPROGRAM
            #pragma target 2.0
            #pragma vertex DepthNormalOnlyVertex
            #pragma fragment DepthNormalOnlyFragment

            #pragma shader_feature_local _NORMALMAP
            #if UNITY_VERSION >= 60000000
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
            #endif
            
            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #if VERSION_GREATER_EQUAL(12, 0)
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl"
            #else
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            #endif

			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        Pass
        {
            Name "SceneSelectionPass"
            Tags { "LightMode" = "SceneSelectionPass" }

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex DepthOnlyVertex
            #pragma fragment DepthOnlyFragment

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #define SCENESELECTIONPASS
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl"
            
			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        // This pass it not used during regular rendering, only for lightmap baking.
        Pass
        {
            Name "Meta"
            Tags{"LightMode" = "Meta"}

            Cull Off

            HLSLPROGRAM
            #pragma vertex TerrainVertexMeta
            #pragma fragment TerrainFragmentMeta

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
            #pragma shader_feature EDITOR_VISUALIZATION
            #define _METALLICSPECGLOSSMAP 1
            #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitMetaPass.hlsl"

			/* start CurvedWorld */
			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
			//#define CURVEDWORLD_BEND_ID_1
			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
			/* end CurvedWorld */

            ENDHLSL
        }

        UsePass "Hidden/Nature/Terrain/Utilities/PICKING"
    }
    Dependency "AddPassShader" = "Hidden/Flat Kit/Terrain/Lit (Add Pass)"
    Dependency "BaseMapShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)"
    Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"

    Fallback "Hidden/Universal Render Pipeline/FallbackError"
    CustomEditor "FlatKit.TerrainEditor"
}
