144 lines
4.3 KiB
Plaintext
144 lines
4.3 KiB
Plaintext
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// Use this shader as a fallback when trying to render using a BatchRendererGroup with a shader that doesn't define a ScenePickingPass or SceneSelectionPass.
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Shader "Hidden/Universal Render Pipeline/BRGPicking"
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{
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// The shader does not use these properties, but they have to be declared to
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// make the shader SRP Batcher compatible.
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Properties
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{
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[HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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[HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
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LOD 300
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode" = "Picking" }
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma multi_compile DOTS_INSTANCING_ON
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#pragma vertex Vert
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#pragma fragment Frag
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#define SCENEPICKINGPASS
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float4 _SelectionID;
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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Varyings Vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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float4x4 objectToWorld = UNITY_DOTS_MATRIX_M;
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float4 positionWS = mul(objectToWorld, float4(input.positionOS.xyz, 1.0));
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output.positionCS = mul(unity_MatrixVP, positionWS);
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return output;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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return unity_SelectionID;
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}
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ENDHLSL
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags {"LightMode" = "SceneSelectionPass"}
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma multi_compile DOTS_INSTANCING_ON
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#pragma vertex Vert
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#pragma fragment Frag
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#define SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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Varyings Vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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return output;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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return half4(_ObjectId, _PassValue, 1.0, 1.0);
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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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