#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif struct Attributes { float4 position : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { #if defined(_ALPHATEST_ON) float2 uv : TEXCOORD0; #endif float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Varyings DepthOnlyVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(_ALPHATEST_ON) output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); #endif output.positionCS = TransformObjectToHClip(input.position.xyz); return output; } half DepthOnlyFragment(Varyings input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(_ALPHATEST_ON) Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade(input.positionCS); #endif return input.positionCS.z; } #endif