Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader
2024-08-26 23:07:20 +03:00

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