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39 lines
1017 B
39 lines
1017 B
#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED |
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#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED |
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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 position : POSITION; |
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float2 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct Varyings |
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{ |
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float2 uv : TEXCOORD0; |
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float4 positionCS : SV_POSITION; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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Varyings DepthOnlyVertex(Attributes input) |
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{ |
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Varyings output = (Varyings)0; |
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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); |
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output.positionCS = TransformObjectToHClip(input.position.xyz); |
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return output; |
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} |
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half4 DepthOnlyFragment(Varyings input) : SV_TARGET |
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{ |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); |
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return 0; |
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} |
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#endif
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