2021-09-09 20:42:29 -04:00

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Shader "Hidden/HDRP/XROcclusionMesh"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile _ XR_OCCLUSION_MESH_COMBINED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
struct Attributes
{
float4 vertex : POSITION;
};
struct Varyings
{
float4 vertex : SV_POSITION;
#if XR_OCCLUSION_MESH_COMBINED
uint rtArrayIndex : SV_RenderTargetArrayIndex;
#endif
};
Varyings Vert(Attributes input)
{
Varyings output;
output.vertex = float4(input.vertex.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), UNITY_NEAR_CLIP_VALUE, 1.0f);
#if XR_OCCLUSION_MESH_COMBINED
output.rtArrayIndex = input.vertex.z;
#endif
return output;
}
float4 _ClearColor;
float4 Frag() : SV_Target
{
return _ClearColor;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
Fallback Off
}