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Added all shader and materials for stencil and culling test in reflections

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Antoine Lelievre 6 年前
当前提交
245ec6ab
共有 72 个文件被更改,包括 8411 次插入1784 次删除
  1. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2003_Light_Parameters/Reflective.mat
  2. 3
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat
  3. 254
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission.unity
  4. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/LightingData.asset.meta
  5. 405
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_dir.png
  6. 4
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_dir.png.meta
  7. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_light.exr
  8. 4
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2102_GI_Emission/Lightmap-0_comp_light.exr.meta
  9. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp.unity
  10. 2
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/LightingData.asset.meta
  11. 342
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/Lightmap-0_comp_dir.png
  12. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2601_ColorTemp/Lightmap-0_comp_light.exr
  13. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.meta
  14. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.unity
  15. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.unity.meta
  16. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.unity
  17. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.unity.meta
  18. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material.meta
  19. 230
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullBack.mat
  20. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullBack.mat.meta
  21. 230
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullFront.mat
  22. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullFront.mat.meta
  23. 230
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullOff.mat
  24. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_ShowVFaceCullOff.mat.meta
  25. 228
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullBack.mat
  26. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullBack.mat.meta
  27. 228
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullFront.mat
  28. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullFront.mat.meta
  29. 228
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullOff.mat
  30. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilShowIfOneCullOff.mat.meta
  31. 237
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullBack.mat
  32. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullBack.mat.meta
  33. 237
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullFront.mat
  34. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullFront.mat.meta
  35. 237
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullOff.mat
  36. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/HDRP_2206_StencilWriteOneCullOff.mat.meta
  37. 233
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat
  38. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat.meta
  39. 235
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat
  40. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat.meta
  41. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh.meta
  42. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
  43. 100
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj.meta
  44. 165
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset
  45. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset.meta
  46. 209
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset
  47. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset.meta
  48. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader.meta
  49. 98
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullBack.shader
  50. 9
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullBack.shader.meta
  51. 98
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullFront.shader
  52. 9
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullFront.shader.meta
  53. 97
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullOff.shader
  54. 9
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullOff.shader.meta
  55. 103
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullBack.shader
  56. 9
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullBack.shader.meta
  57. 102
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullFront.shader
  58. 9
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  59. 102
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullOff.shader
  60. 9
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  61. 102
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullBack.shader
  62. 9
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  63. 102
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullFront.shader
  64. 9
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  65. 103
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader
  66. 9
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader.meta

7
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3
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254
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullBack.shader


Shader "HDRP_2206/ShowVFaceCullBack"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_FrontColor("Front Color", Color) = (0,1,0,1)
_BackColor("back Color", Color) = (1,0,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _FrontColor;
float4 _BackColor;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
float4 color = facing > 0 ? _FrontColor : _BackColor;
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1);
}
ENDHLSL
}
}
}

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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullFront.shader


Shader "HDRP_2206/ShowVFaceCullFront"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_FrontColor("Front Color", Color) = (0,1,0,1)
_BackColor("back Color", Color) = (1,0,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _FrontColor;
float4 _BackColor;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite On
Cull Front
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
float4 color = facing > 0 ? _FrontColor : _BackColor;
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1);
}
ENDHLSL
}
}
}

9
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_ShowVFaceCullOff.shader


Shader "HDRP_2206/ShowVFaceCullOff"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_FrontColor("Front Color", Color) = (0,1,0,1)
_BackColor("back Color", Color) = (1,0,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _FrontColor;
float4 _BackColor;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
float4 color = facing > 0 ? _FrontColor : _BackColor;
return float4(color.rgb * max(0.1, dot(float3(0.5, facing, 0), normal)), 1);
}
ENDHLSL
}
}
}

9
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullBack.shader


Shader "HDRP_2206/ShowIfOneCullBack"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
Stencil
{
Ref 1
Comp Equal
Pass Keep
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullFront.shader


Shader "HDRP_2206/ShowIfOneCullFront"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
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HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Front
Stencil
{
Ref 1
Comp Equal
Pass Keep
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullFront.shader.meta


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102
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullOff.shader


Shader "HDRP_2206/ShowIfOneCullOff"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
Stencil
{
Ref 1
Comp Equal
Pass Keep
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilShowIfOneCullOff.shader.meta


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102
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullBack.shader


Shader "HDRP_2206/WriteOneToStencilCullBack"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Back
Stencil
{
Ref 1
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullBack.shader.meta


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102
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullFront.shader


Shader "HDRP_2206/WriteOneToStencilCullFront"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Front
Stencil
{
Ref 1
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullFront.shader.meta


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103
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader


Shader "HDRP_2206/WriteOneToStencilCullOff"
{
Properties
{
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_Color("Color", Color) = (1,1,0,1)
// Blending state
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Unlit shader always render in forward
Pass
{
Name "Forward Unlit"
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Off
Stencil
{
Ref 1
Comp Always
Pass Replace
}
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "HDRP/Material/Material.hlsl"
struct VertInput
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct VertToFrag
{
float4 positionCS : SV_Position;
float3 normalWS : TEXCOORD1;
};
VertToFrag Vert(VertInput input)
{
VertToFrag output;
float3 positionRWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionRWS);
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
return output;
}
float4 Frag(VertToFrag input, float facing : VFACE) : SV_Target
{
float3 normal = input.normalWS;
return float4(_Color.rgb * max(0.1, dot(normal, float3(0.5, 1, 0).xyz)), 1);
}
ENDHLSL
}
}
}

9
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Shader/HDRP_2206_StencilWriteOneCullOff.shader.meta


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