Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Utils/MaterialError.shader
2024-08-26 23:07:20 +03:00

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Shader "Hidden/Universal Render Pipeline/MaterialError"
{
SubShader
{
Pass
{
// Hybrid Renderer compatible error shader, which is used by Hybrid Renderer
// instead of the incompatible built-in error shader.
// TODO: Ideally this would be combined with FallbackError.shader, but it seems
// problematic because FallbackError needs to support SM2.0 and seems to use
// built-in shader headers, whereas Hybrid support needs SM4.5 and SRP shader headers.
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
//--------------------------------------
// GPU Instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
return o;
}
float4 frag (v2f i) : SV_Target
{
return float4(1,0,1,1);
}
ENDHLSL
}
}
Fallback Off
}