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- Shader "Hidden/Universal Render Pipeline/FallbackLoading"
- {
- SubShader
- {
- Tags
- {
- "RenderType" = "Opaque"
- "RenderPipeline" = "UniversalPipeline"
- "IgnoreProjector" = "True"
- }
-
- Pass
- {
- HLSLPROGRAM
- #pragma target 2.0
- #pragma editor_sync_compilation
-
- // -------------------------------------
- // 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(0,1,1,1);
- }
- ENDHLSL
- }
- }
-
- Fallback Off
- }
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