139 lines
4.1 KiB
Plaintext
139 lines
4.1 KiB
Plaintext
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Shader "Unlit/TestShader"
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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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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "./test.hlsl"
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#pragma multi_compile_local_fragment __ _Red_ON
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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{
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return GetCol();
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags
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{
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"LightMode" = "DepthOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ColorMask R
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Cull Off
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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 DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma multi_compile_vertex _ ENABLE_VS_SKINNING
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthNormals"
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Tags
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{
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"LightMode" = "DepthNormals"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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Cull Off
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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 DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _PARALLAXMAP
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#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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// -------------------------------------
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// Universal Pipeline keywords
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma multi_compile_vertex _ ENABLE_VS_SKINNING
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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}
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}
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