107 lines
2.3 KiB
Plaintext
107 lines
2.3 KiB
Plaintext
Shader "Hidden/Shadow2DUnshadowGeometry"
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{
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Properties
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{
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
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{
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//Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit, Bit2: Caster Mask Bit
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Stencil
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{
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Ref 4
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ReadMask 4
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WriteMask 4
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Comp NotEqual
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Pass Replace
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Fail Keep
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}
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 vertex : POSITION;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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};
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Varyings vert (Attributes v)
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{
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Varyings o;
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o.vertex = TransformObjectToHClip(v.vertex.xyz);
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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return half4(0,0,0,0);
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}
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ENDHLSL
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}
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Pass
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{
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//Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit, Bit2: Caster Mask Bit
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Stencil
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{
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Ref 4
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ReadMask 4
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WriteMask 4
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Comp Equal
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Pass Zero
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Fail Keep
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}
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 vertex : POSITION;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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};
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Varyings vert(Attributes v)
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{
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Varyings o;
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o.vertex = TransformObjectToHClip(v.vertex.xyz);
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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return half4(0,0,0,0);
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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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