Shader "Perception/SemanticSegmentation" { Properties { [PerObjectData] LabelingId("Labeling Id", Vector) = (0,0,0,1) } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch //enable GPU instancing support #pragma multi_compile_instancing ENDHLSL SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Tags { "LightMode" = "SRP" } Blend Off ZWrite On ZTest LEqual Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" float4 LabelingId; struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { return LabelingId; } ENDCG } } }