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35 行
766 B
35 行
766 B
#ifndef LIGHTWEIGHT_PASS_DEPTH_ONLY_INCLUDED
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#define LIGHTWEIGHT_PASS_DEPTH_ONLY_INCLUDED
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/InputSurface.hlsl"
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struct VertexInput
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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};
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VertexOutput DepthOnlyVertex(VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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o.uv = TransformMainTextureCoord(v.texcoord);
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o.clipPos = TransformObjectToHClip(v.position.xyz);
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return o;
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}
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half4 DepthOnlyFragment(VertexOutput IN) : SV_TARGET
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{
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Alpha(MainTexture(IN.uv).a);
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return 0;
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}
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#endif
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