49 lines
1.4 KiB
Text
49 lines
1.4 KiB
Text
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// Shader to use as a fallback error when rendering UniversalRP materials with built-in pipeline
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Shader "Hidden/Universal Render Pipeline/FallbackError"
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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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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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float2 uv : TEXCOORD0;
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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.uv = v.uv;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed2 checker = floor ((i.uv * 10) % 2);
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return fixed4(1, 0,1,1) * abs(checker.x - checker.y);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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