62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
|
Shader "Hidden/Universal Render Pipeline/MaterialError"
|
||
|
{
|
||
|
SubShader
|
||
|
{
|
||
|
Pass
|
||
|
{
|
||
|
// Hybrid Renderer compatible error shader, which is used by Hybrid Renderer
|
||
|
// instead of the incompatible built-in error shader.
|
||
|
|
||
|
// TODO: Ideally this would be combined with FallbackError.shader, but it seems
|
||
|
// problematic because FallbackError needs to support SM2.0 and seems to use
|
||
|
// built-in shader headers, whereas Hybrid support needs SM4.5 and SRP shader headers.
|
||
|
HLSLPROGRAM
|
||
|
#pragma target 2.0
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Shader Stages
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Unity defined keywords
|
||
|
#pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
|
||
|
|
||
|
//--------------------------------------
|
||
|
// GPU Instancing
|
||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Includes
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
||
|
struct appdata_t {
|
||
|
float4 vertex : POSITION;
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 vertex : SV_POSITION;
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata_t v)
|
||
|
{
|
||
|
v2f o;
|
||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||
|
o.vertex = TransformObjectToHClip(v.vertex.xyz);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
float4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
return float4(1,0,1,1);
|
||
|
}
|
||
|
ENDHLSL
|
||
|
}
|
||
|
}
|
||
|
Fallback Off
|
||
|
}
|