Cull Off
HLSLPROGRAM
#pragma prefer_hlslcc gles
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma vertex vert
struct Attributes
{
uint vertexID : SV_VertexID;
uint vertexID : VERTEXID_SEMANTIC;
};
struct Varyings
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
#define VERTEXID_SEMANTIC gl_VertexID