WuhuIslandTesting/Library/PackageCache/com.unity.render-pipelines.universal@8148.0.7-4/Shaders/Utils/DummyShader.shader
2025-01-07 02:06:59 +01:00

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Shader "Hidden/DUMMY_SHADER"
{
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry+100"}
LOD 100
HLSLINCLUDE
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
ENDHLSL
Pass
{
Name "Forward"
Tags {"Lightmode" = "UniversalForward"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
//#pragma multi_compile_fog
//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
//#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 wNormal : NORMAL;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 wPos = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(wPos);
o.wNormal = normalize(TransformObjectToWorldNormal(v.normal, false));
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
/// i.wNormal = normalize(i.wNormal);
half fresnel = 1.0 - saturate(abs(dot(i.wNormal, UNITY_MATRIX_V._m20_m21_m22)));
return half4(0.7,0.2,0.0,1) * fresnel * fresnel;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags {"Lightmode" = "DepthOnly"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
// Depth-only doesn't use fog
//#pragma multi_compile_fog
//#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
/* Don't need textures
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
*/
/* Don't need anything in the cbuffer
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
CBUFFER_END
*/
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
return o;
}
half4 frag(v2f i) : SV_Target
{
return half4(1,0,1,1);
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags {"Lightmode" = "DepthNormals"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 wNormal : NORMAL;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 wPos = TransformObjectToWorld(v.vertex.xyz);
o.vertex = TransformWorldToHClip(wPos);
o.wNormal = TransformObjectToWorldNormal(v.normal, false);
return o;
}
half4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
i.wNormal = normalize(i.wNormal);
return half4(EncodeWSNormalForNormalsTex(i.wNormal), 0.0);
}
ENDHLSL
}
}
}