forked from BilalY/Rasagar
43 lines
1.3 KiB
Plaintext
43 lines
1.3 KiB
Plaintext
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Shader "Hidden/Universal Render Pipeline/DBufferClear"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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Pass
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{
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Name "DBufferClear"
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ZTest Always
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Fragment
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#pragma multi_compile_fragment _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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void Fragment(
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Varyings input,
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OUTPUT_DBUFFER(outDBuffer))
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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outDBuffer0 = half4(0, 0, 0, 1);
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#if defined(_DBUFFER_MRT3) || defined(_DBUFFER_MRT2)
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outDBuffer1 = half4(0.5f, 0.5f, 0.5f, 1);
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#endif
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#if defined(_DBUFFER_MRT3)
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outDBuffer2 = half4(0, 0, 0, 1);
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#endif
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}
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ENDHLSL
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}
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}
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}
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