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70 行
1.5 KiB
70 行
1.5 KiB
Shader "Perception/SemanticSegmentation"
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{
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Properties
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{
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[PerObjectData] LabelingId("Labeling Id", int) = 0
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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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//enable GPU instancing support
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#pragma multi_compile_instancing
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ENDHLSL
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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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Blend Off
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ZWrite On
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ZTest LEqual
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Cull Back
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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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uint LabelingId;
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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)LabelingId, 0, 8), UnpackUIntToFloat((uint)LabelingId, 8, 8), 0, 1.0);
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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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