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Question by Lolsads · Jul 11, 2019 at 04:15 AM · terrainlightingshadersshader programmingdiffuse

disabling terrain diffuse lighting in surface shader

I want to write a very basic toon shader that i can use on a terrain object using unity's default terrain tools. the general goal is to keep the splatmap functionality but remove all of unity's default lightmap/shadow/diffuse lighting so i'd be left with an unlit but splatmapped terrain which i could then do some frag and vertex shading on.

The problem i'm having is that i can't seem to stop the default diffuse lighting from happening. i'm using a modified version of unity's default nature/terrain/diffuse shader but no mater how much of it i remove, there will always be diffuse lighting. I tried using #pragma params like noshadow, noambient, nolightmap, etc. but none of them have any effect.

 CGINCLUDE
         #pragma surface surf Lambert vertex:SplatmapVert  nolightmap noambient noshadow novertexlights nodirlightmap nodynlightmap finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer
         //#pragma multi_compile_fog
         #include "TerrainSplatmapCommon.cginc"
 
         void surf(Input IN, inout SurfaceOutput o)
         {
             half4 splat_control;
             half weight;
             fixed4 mixedDiffuse;
             fixed3 mixedNormal = fixed3(1.0f,1.0f,1.0f);
             SplatmapMix(IN, splat_control, weight, mixedDiffuse, mixedNormal);
             o.Albedo = mixedDiffuse.rgb;
             o.Alpha = 0.5f;
         }
     ENDCG
 
     Category {
         Tags {
             "Queue" = "Geometry-99"
             "RenderType" = "Opaque"
         }
         // TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices?
         // Use two sub-shaders to simulate different features for different targets and still fallback correctly.
         SubShader { // for sm3.0+ targets
             CGPROGRAM
                 #pragma target 3.0
                 #pragma multi_compile __ _TERRAIN_NORMAL_MAP
             ENDCG
         }
         SubShader { // for sm2.0 targets
             CGPROGRAM
             ENDCG
         }


here i set the alpha to 0.5 to test if some of the code works. the entire terrain becomes darker, but there's still very ugly default lighting which i would like to remove somehow.

Is there a good way to approach this? should i be writing the shader and splatmap stuff from scratch? is there a way to use just low-level vertex and frag shaders while not having to rewrite splatmaps from scratch?

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