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

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Shader "Hidden/Universal Render Pipeline/FallbackLoading"
{
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"IgnoreProjector" = "True"
}
Pass
{
HLSLPROGRAM
#pragma target 2.0
#pragma editor_sync_compilation
// -------------------------------------
// 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(0,1,1,1);
}
ENDHLSL
}
}
Fallback Off
}