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50 lines
1.7 KiB
50 lines
1.7 KiB
Shader "Hidden/Universal Render Pipeline/MaterialError" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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// Hybrid Renderer compatible error shader, which is used by Hybrid Renderer |
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// instead of the incompatible built-in error shader. |
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// TODO: Ideally this would be combined with FallbackError.shader, but it seems |
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// problematic because FallbackError needs to support SM2.0 and seems to use |
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// built-in shader headers, whereas Hybrid support needs SM4.5 and SRP shader headers. |
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HLSLPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 4.5 |
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#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
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#pragma multi_compile _ DOTS_INSTANCING_ON |
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert (appdata_t v) |
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{ |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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float4 frag (v2f i) : SV_Target |
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{ |
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return float4(1,0,1,1); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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}
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