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36 行
789 B
36 行
789 B
Shader "Hidden/ScriptableRenderPipeline/ShadowClear"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "ClearShadow"
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ZTest Always
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Cull Off
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ZWrite On
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HLSLPROGRAM
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#pragma vertex Vert_0
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#pragma fragment Frag
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float4 Vert_0( uint vertexID : VERTEXID_SEMANTIC ) : SV_POSITION
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{
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return GetFullScreenTriangleVertexPosition( vertexID, UNITY_RAW_FAR_CLIP_VALUE );
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}
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float4 Frag() : SV_Target{ return 0.0.xxxx; }
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ENDHLSL
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}
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}
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Fallback Off
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}
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