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34 行
808 B
34 行
808 B
Shader "Unlit/Blocker"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "Universal" "IgnoreProjector" = "True"}
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LOD 100
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Cull front
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Pass
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{
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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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float4 vert (float4 vertex : POSITION) : SV_POSITION
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{
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return TransformObjectToHClip(vertex);
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}
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half4 frag () : SV_Target
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{
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return half4(0,0,0,1);
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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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