Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/XR/XROcclusionMesh.shader

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2024-05-06 14:45:45 -04:00
Shader "Hidden/Universal Render Pipeline/XR/XROcclusionMesh"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma exclude_renderers d3d11_9x gles
#pragma multi_compile _ XR_OCCLUSION_MESH_COMBINED
// Not all platforms properly support SV_RenderTargetArrayIndex
#if defined(SHADER_API_D3D11) || defined(SHADER_API_VULKAN) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_PSSL)
#define USE_XR_OCCLUSION_MESH_COMBINED XR_OCCLUSION_MESH_COMBINED
#endif
struct Attributes
{
float4 vertex : POSITION;
};
struct Varyings
{
float4 vertex : SV_POSITION;
#if USE_XR_OCCLUSION_MESH_COMBINED
uint rtArrayIndex : SV_RenderTargetArrayIndex;
#endif
};
Varyings Vert(Attributes input)
{
Varyings output;
output.vertex = float4(input.vertex.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), UNITY_NEAR_CLIP_VALUE, 1.0f);
#if USE_XR_OCCLUSION_MESH_COMBINED
output.rtArrayIndex = input.vertex.z;
#endif
return output;
}
float4 Frag() : SV_Target
{
return (0.0f).xxxx;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" }
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
ColorMask 0
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
Fallback Off
}