UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl

32 lines
874 B
HLSL
Raw Normal View History

2024-10-27 10:53:47 +03:00
#ifndef SG_DEPTH_ONLY_PASS_INCLUDED
#define SG_DEPTH_ONLY_PASS_INCLUDED
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = (PackedVaryings)0;
packedOutput = PackVaryings(output);
return packedOutput;
}
half4 frag(PackedVaryings packedInput) : SV_TARGET
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if defined(_ALPHATEST_ON)
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(unpacked.positionCS);
#endif
return packedInput.positionCS.z;
}
#endif