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87 lines
2.7 KiB

Shader "Unlit/SimpleDots"
{
Properties
{
_col("Color", Color) = (0,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
HLSLPROGRAM
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
#pragma exclude_renderers gles
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ DOTS_INSTANCING_ON
float4x4 unity_MatrixVP;
#define UNITY_MATRIX_VP unity_MatrixVP
#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_SETUP_DOTS_SH_COEFFS
#define UNITY_SETUP_DOTS_RENDER_BOUNDS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
CBUFFER_START(UnityPerMaterial)
float4 _col;
CBUFFER_END
#ifdef UNITY_DOTS_INSTANCING_ENABLED
UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float4, _col)
UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
#undef unity_ObjectToWorld
UNITY_DOTS_INSTANCING_START(BuiltinPropertyMetadata)
UNITY_DOTS_INSTANCED_PROP(float3x4, unity_ObjectToWorld)
UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata)
#define _col UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _col)
#else
CBUFFER_START(UnityPerDraw)
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;
float4 unity_LODFade;
float4 unity_WorldTransformParams;
CBUFFER_END
#endif
v2f vert (appdata v)
{
UNITY_SETUP_INSTANCE_ID(v);
v2f o;
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(v.vertex)));
return o;
}
float4 frag(v2f input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float4 c = _col;
return c;
}
ENDHLSL
}
}
}