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- Shader "Lux URP/Terrain/Blend Depth Only"
- {
- Properties
- {
- }
- SubShader
- {
- Tags
- {
- "RenderPipeline" = "UniversalPipeline"
- "RenderType" = "Opaque"
- "Queue" = "Geometry+1"
- }
- LOD 100
- // Depth Only in Lit Pass -----------------------------------------------------
- Pass
- {
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- ZWrite On
- ColorMask 0
- Cull Back
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- #pragma target 2.0
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // Material Keywords
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- // Material Inputs
-
- struct VertexInput {
- float3 positionOS : POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VertexOutput DepthOnlyVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- return output;
- }
- half4 DepthOnlyFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- return 0;
- }
- ENDHLSL
- }
- // This pass is used when drawing to a _CameraNormalsTexture texture
- Pass
- {
- Name "DepthNormalsXXX"
- Tags{"LightMode" = "DepthNormalsXXX"}
- ZWrite On
- Cull[_Cull]
- HLSLPROGRAM
- #pragma exclude_renderers d3d11_9x
- #pragma target 4.5
- #pragma vertex DepthNormalVertex
- #pragma fragment DepthNormalFragment
- // -------------------------------------
- // Material Keywords
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- // Material Inputs
-
- struct VertexInput {
- float3 positionOS : POSITION;
- float3 normalOS : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- float4 positionCS : SV_POSITION;
- float3 normalWS : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VertexOutput DepthNormalVertex(VertexInput input)
- {
- VertexOutput output = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- output.normalWS = TransformObjectToWorldDir(input.normalOS, true);
- return output;
- }
- half4 DepthNormalFragment(VertexOutput input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- float3 normal = input.normalWS;
- return float4(PackNormalOctRectEncode(TransformWorldToViewDir(normal, true)), 0.0, 0.0);
- }
- ENDHLSL
- }
- // End Passes -----------------------------------------------------
-
- }
- FallBack "Hidden/InternalErrorShader"
- }
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