forked from BilalY/Rasagar
56 lines
1.4 KiB
HLSL
56 lines
1.4 KiB
HLSL
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#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
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#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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struct Attributes
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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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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#if defined(_ALPHATEST_ON)
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float2 uv : TEXCOORD0;
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#endif
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float4 positionCS : 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 DepthOnlyVertex(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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#if defined(_ALPHATEST_ON)
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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#endif
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output.positionCS = TransformObjectToHClip(input.position.xyz);
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return output;
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}
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half DepthOnlyFragment(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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#if defined(_ALPHATEST_ON)
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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#endif
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#if defined(LOD_FADE_CROSSFADE)
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LODFadeCrossFade(input.positionCS);
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#endif
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return input.positionCS.z;
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}
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#endif
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