68 lines
1.7 KiB
Plaintext
68 lines
1.7 KiB
Plaintext
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Shader "Universal Render Pipeline/VR/SpatialMapping/Occlusion"
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{
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SubShader
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{
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Geometry-1" }
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LOD 100
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ZWrite On
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ZTest LEqual
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Colormask 0
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Cull Off
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Pass
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{
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Name "Spatial Mapping Occlusion"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_instancing
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#include "UnlitInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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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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float4 vertex : 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 vert(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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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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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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return half4(0,0,0,0);
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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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