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59 lines
1.8 KiB
59 lines
1.8 KiB
Shader "Hidden/HDRP/WaterExclusion"
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{
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Properties {}
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "StencilTag"
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Tags { "LightMode" = "StencilTag" }
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Cull Back
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ZTest LEqual
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ZWrite Off
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Stencil
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{
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WriteMask [_StencilWriteMaskStencilTag]
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Ref [_StencilRefMaskStencilTag]
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile _ DOTS_INSTANCING_ON
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// #pragma enable_d3d11_debug_symbols
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#pragma vertex Vert
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#pragma fragment Frag
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// Package includes
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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float Frag(PackedVaryingsToPS packedInput) : SV_Target
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{
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return 0.0;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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