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58 lines
1.8 KiB

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