Shader "Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#"
{
    Properties
    {
        [HideInInspector][CurvedWorldBendSettingsTerrain] _CurvedWorldBendSettings("#BEND_NAME_INDEX#|#ID#", vector) = (0, 0, 0, 0)


        [HideInInspector] [ToggleUI] _EnableHeightBlend("EnableHeightBlend", Float) = 0.0
        _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" {}

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

    HLSLINCLUDE

	#pragma multi_compile_fragment __ _ALPHATEST_ON

    ENDHLSL

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

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

            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            #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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #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_fragment _ DEBUG_DISPLAY
            #pragma multi_compile_instancing
            #pragma instancing_options norenderinglayer 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

            #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 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"
            
            
            #define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
            #define CURVEDWORLD_BEND_ID_#ID#
            #define CURVEDWORLD_NORMAL_TRANSFORMATION_ON

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

		Pass
        {
            Name "GBuffer"
            Tags{"LightMode" = "UniversalGBuffer"}

            HLSLPROGRAM
            #pragma exclude_renderers gles
            #pragma target 3.0
            #pragma vertex SplatmapVert
            #pragma fragment SplatmapFragment

            #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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #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_fog
            #pragma multi_compile_instancing
            #pragma instancing_options norenderinglayer assumeuniformscaling nomatrices nolightprobe nolightmap

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

            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"
    }
    Dependency "AddPassShader" = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Lit (Add Pass)"
    Dependency "BaseMapShader" = "Hidden/Amazing Assets/Curved World/Terrain/#BEND_NAME_SMALL# ID #ID#/Lit (Base Pass)"
    Dependency "BaseMapGenShader" = "Hidden/Universal Render Pipeline/Terrain/Lit (Basemap Gen)"
    
    CustomEditor "AmazingAssets.CurvedWorldEditor.TerrainShaderGUI"

    Fallback "Hidden/Universal Render Pipeline/FallbackError"
}
