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67 行
1.5 KiB
67 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", Vector) = (0,0,0,1)
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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 semanticSegmentationVertexStage
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#pragma fragment semanticSegmentationFragmentStage
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#include "UnityCG.cginc"
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float4 LabelingId;
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struct in_vert
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{
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float4 vertex : POSITION;
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};
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struct vertexToFragment
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{
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float4 vertex : SV_POSITION;
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};
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vertexToFragment semanticSegmentationVertexStage (in_vert vertWorldSpace)
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{
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vertexToFragment vertScreenSpace;
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vertScreenSpace.vertex = UnityObjectToClipPos(vertWorldSpace.vertex);
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return vertScreenSpace;
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}
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fixed4 semanticSegmentationFragmentStage (vertexToFragment vertScreenSpace) : SV_Target
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{
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return LabelingId;
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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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