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 }