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- Shader "Universal Render Pipeline/VR/SpatialMapping/Occlusion"
- {
- SubShader
- {
- Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Geometry-1" }
- LOD 100
- ZWrite On
- ZTest LEqual
- Colormask 0
- Cull Off
- Pass
- {
- Name "Spatial Mapping Occlusion"
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_instancing
- #include "UnlitInput.hlsl"
- struct Attributes
- {
- float4 positionOS : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float4 vertex : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- Varyings vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- output.vertex = vertexInput.positionCS;
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- return half4(0,0,0,0);
- }
- ENDHLSL
- }
- }
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- }
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