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67 lines
1.7 KiB
67 lines
1.7 KiB
Shader "Universal Render Pipeline/VR/SpatialMapping/Occlusion" |
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{ |
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SubShader |
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{ |
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Geometry-1" } |
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LOD 100 |
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ZWrite On |
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ZTest LEqual |
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Colormask 0 |
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Cull Off |
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Pass |
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{ |
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Name "Spatial Mapping Occlusion" |
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HLSLPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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// ------------------------------------- |
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// Unity defined keywords |
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#pragma multi_compile_instancing |
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#include "UnlitInput.hlsl" |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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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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float4 vertex : 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 vert(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_TRANSFER_INSTANCE_ID(input, output); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
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output.vertex = vertexInput.positionCS; |
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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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UNITY_SETUP_INSTANCE_ID(input); |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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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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FallBack "Hidden/Universal Render Pipeline/FallbackError" |
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}
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