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70 行
1.5 KiB

Shader "Perception/SemanticSegmentation"
{
Properties
{
[PerObjectData] LabelingId("Labeling Id", int) = 0
}
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"
uint LabelingId;
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
uint _SegmentationId;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return float4(UnpackUIntToFloat((uint)LabelingId, 0, 8), UnpackUIntToFloat((uint)LabelingId, 8, 8), 0, 1.0);
}
ENDCG
}
}
}