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49 行
1.2 KiB
49 行
1.2 KiB
Shader "Perception/InstanceSegmentation"
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{
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Properties
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{
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[PerObjectData] _SegmentationId("Segmentation ID", int) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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Tags { "LightMode" = "SRP" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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uint _SegmentationId;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return float4(UnpackUIntToFloat((uint)_SegmentationId, 0, 8), UnpackUIntToFloat(_SegmentationId, 8, 8), UnpackUIntToFloat(_SegmentationId, 16, 8), UnpackUIntToFloat(_SegmentationId, 24, 8));
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}
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ENDCG
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}
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}
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}
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