b486678290
Library -Artifacts
88 lines
3.1 KiB
Plaintext
88 lines
3.1 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Debug/DebugReplacement"
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{
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SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
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Pass
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{
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Name "Vertex Attributes"
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Tags {"LightMode" = "UniversalForward"}
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HLSLPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#define DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 texcoord3 : TEXCOORD3;
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float4 color : COLOR;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 texcoord3 : TEXCOORD3;
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float4 color : COLOR;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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output.texcoord0 = input.texcoord0;
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output.texcoord1 = input.texcoord1;
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output.texcoord2 = input.texcoord2;
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output.texcoord3 = input.texcoord3;
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output.color = input.color;
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output.normal = input.normal;
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output.tangent = input.tangent;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 frag(Varyings input) : SV_TARGET
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{
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switch (_DebugVertexAttributeMode)
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{
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case DEBUGVERTEXATTRIBUTEMODE_TEXCOORD0:
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return input.texcoord0;
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case DEBUGVERTEXATTRIBUTEMODE_TEXCOORD1:
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return input.texcoord1;
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case DEBUGVERTEXATTRIBUTEMODE_TEXCOORD2:
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return input.texcoord2;
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case DEBUGVERTEXATTRIBUTEMODE_TEXCOORD3:
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return input.texcoord3;
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case DEBUGVERTEXATTRIBUTEMODE_COLOR:
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return input.color;
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case DEBUGVERTEXATTRIBUTEMODE_TANGENT:
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return input.tangent;
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case DEBUGVERTEXATTRIBUTEMODE_NORMAL:
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return input.normal;
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default:
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return half4(0, 0, 0, 1);
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}
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}
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ENDHLSL
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}
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}
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}
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