(Update) Clean Projet
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Shader "Hidden/StylizedWater3/TerrainHeight"
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{
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Properties
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{
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[MainTexture] _BaseMap("Texture", 2D) = "black" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"IgnoreProjector" = "True"
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"UniversalMaterialType" = "Unlit"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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ZWrite Off
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Cull Off
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Pass
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{
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Name "Output terrain height"
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" //UnpackHeightmap
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" //UnpackHeightmap
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings UnlitPassVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.uv;
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return output;
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}
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TEXTURE2D_FLOAT(_TerrainHeightmap);
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float4 _TerrainHeightRange;
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//X: Bottom y-position
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//Y: Max height (heightmap scale)
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void UnlitPassFragment(Varyings input, out half4 outColor : SV_Target0)
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uv;
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float scale = (_TerrainHeightRange.y);
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float heightMap = UnpackHeightmap(SAMPLE_TEXTURE2D(_TerrainHeightmap, sampler_LinearRepeat, uv).r);
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heightMap *= scale * 1;
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float worldHeight = (_TerrainHeightRange.x + heightMap);
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//worldHeight = PackHeightmap(worldHeight);
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outColor = float4(worldHeight.xxx, 1.0);
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}
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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