Shader "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Lit (Base Pass)"
{
    Properties
    {
        [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
        _MainTex("Albedo(RGB), Smoothness(A)", 2D) = "white" {}
        _MetallicTex ("Metallic (R)", 2D) = "black" {}
        [HideInInspector] _TerrainHolesTexture("Holes Map (RGB)", 2D) = "white" {}
    }

    HLSLINCLUDE

	#pragma multi_compile_fragment __ _ALPHATEST_ON

    ENDHLSL

    SubShader
    {
        Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" "IgnoreProjector" = "True"}
        LOD 200

        // ------------------------------------------------------------------
        //  Forward pass. Shades all light in a single pass. GI + emission + Fog
        Pass
        {
            Name "ForwardLit"
            // Lightmode matches the ShaderPassName set in UniversalPipeline.cs. SRPDefaultUnlit and passes with
            // no LightMode tag are also rendered by Universal Pipeline
            Tags{"LightMode" = "UniversalForward"}

            HLSLPROGRAM
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #define _METALLICSPECGLOSSMAP 1
            #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

            // -------------------------------------
            // Universal Pipeline keywords
            #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 _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _CLUSTERED_RENDERING

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap
            #pragma multi_compile_fragment _ DEBUG_DISPLAY

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            #pragma shader_feature_local _NORMALMAP
            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
            #define TERRAIN_SPLAT_BASEPASS 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON

            #include "../TerrainLitPasses.hlsl"
            ENDHLSL
        }

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

            ZWrite On
            ColorMask 0

            HLSLPROGRAM
            #pragma target 2.0

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap

            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON

            #include "../TerrainLitPasses.hlsl"
            ENDHLSL
        }

		// ------------------------------------------------------------------
        //  GBuffer pass. Does GI + emission. All additional lights are done deferred as well as fog
        Pass
        {
            Name "GBuffer"
            Tags{"LightMode" = "UniversalGBuffer"}

            HLSLPROGRAM
            #pragma exclude_renderers gles
            #pragma target 2.0

            // -------------------------------------
            // Material Keywords
            #define _METALLICSPECGLOSSMAP 1
            #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

            // -------------------------------------
            // Universal Pipeline keywords
            #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 _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
            #pragma multi_compile_fragment _ _LIGHT_LAYERS

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
            #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED

            #pragma multi_compile_instancing
            #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            #pragma shader_feature_local _NORMALMAP
            // Sample normal in pixel shader when doing instancing
            #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL
            #define TERRAIN_SPLAT_BASEPASS 1
            #define TERRAIN_GBUFFER 1

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON

            #include "../TerrainLitPasses.hlsl"
            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"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#

            #include "../TerrainLitPasses.hlsl"
            ENDHLSL
        }
        
        Pass
        {
            Name "DepthNormals"
            Tags{"LightMode" = "DepthNormals"}

            ZWrite On

            HLSLPROGRAM
            #pragma target 2.0

            #pragma vertex DepthNormalOnlyVertex
            #pragma fragment DepthNormalOnlyFragment

            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
            #pragma shader_feature_local _NORMALMAP

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitInput.hlsl"
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON

            #include "../TerrainLitDepthNormalsPass.hlsl"
            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 shader_feature EDITOR_VISUALIZATION
            #pragma multi_compile_instancing
            #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
            #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"

            ENDHLSL
        }

        UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/Picking"
        UsePass "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Utilities/SceneSelectionPass"
    }
    FallBack "Hidden/Universal Render Pipeline/FallbackError"
}
