75 lines
1.6 KiB
Plaintext
75 lines
1.6 KiB
Plaintext
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Shader "Hidden/HDRP/ClearStencilBuffer"
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{
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Properties
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{
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[HideInInspector] _StencilMask ("_StencilMask", Int) = 63
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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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 positionCS : SV_Position;
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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;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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#pragma vertex Vert
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Stencil
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{
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Ref 0
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ReadMask 0
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WriteMask [_StencilMask]
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Comp Always
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Pass Replace
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}
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Cull Off
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ZTest Always
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ZWrite Off
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ColorMask 0
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Blend Off
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HLSLPROGRAM
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#pragma fragment Frag
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float4 Frag(Varyings input) : SV_Target // use SV_StencilRef in D3D 11.3+
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{
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return 0;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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