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