123456789101112131415161718192021222324252627282930313233343536373839 |
- #ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
- #define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct Attributes
- {
- float4 position : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- float2 uv : TEXCOORD0;
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- Varyings DepthOnlyVertex(Attributes input)
- {
- Varyings output = (Varyings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- output.positionCS = TransformObjectToHClip(input.position.xyz);
- return output;
- }
- half4 DepthOnlyFragment(Varyings input) : SV_TARGET
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- return 0;
- }
- #endif
|