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FallbackLoading.shader 1.8KB

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  1. Shader "Hidden/Universal Render Pipeline/FallbackLoading"
  2. {
  3. SubShader
  4. {
  5. Tags
  6. {
  7. "RenderType" = "Opaque"
  8. "RenderPipeline" = "UniversalPipeline"
  9. "IgnoreProjector" = "True"
  10. }
  11. Pass
  12. {
  13. HLSLPROGRAM
  14. #pragma target 2.0
  15. #pragma editor_sync_compilation
  16. // -------------------------------------
  17. // Shader Stages
  18. #pragma vertex vert
  19. #pragma fragment frag
  20. // -------------------------------------
  21. // Unity defined keywords
  22. #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
  23. //--------------------------------------
  24. // GPU Instancing
  25. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  26. // -------------------------------------
  27. // Includes
  28. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  29. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  30. struct appdata_t
  31. {
  32. float4 vertex : POSITION;
  33. UNITY_VERTEX_INPUT_INSTANCE_ID
  34. };
  35. struct v2f
  36. {
  37. float4 vertex : SV_POSITION;
  38. UNITY_VERTEX_OUTPUT_STEREO
  39. };
  40. v2f vert (appdata_t v)
  41. {
  42. v2f o;
  43. UNITY_SETUP_INSTANCE_ID(v);
  44. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  45. o.vertex = TransformObjectToHClip(v.vertex.xyz);
  46. return o;
  47. }
  48. float4 frag (v2f i) : SV_Target
  49. {
  50. return float4(0,1,1,1);
  51. }
  52. ENDHLSL
  53. }
  54. }
  55. Fallback Off
  56. }