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MaterialError.shader 2.0KB

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  1. Shader "Hidden/Universal Render Pipeline/MaterialError"
  2. {
  3. SubShader
  4. {
  5. Pass
  6. {
  7. // Hybrid Renderer compatible error shader, which is used by Hybrid Renderer
  8. // instead of the incompatible built-in error shader.
  9. // TODO: Ideally this would be combined with FallbackError.shader, but it seems
  10. // problematic because FallbackError needs to support SM2.0 and seems to use
  11. // built-in shader headers, whereas Hybrid support needs SM4.5 and SRP shader headers.
  12. HLSLPROGRAM
  13. #pragma target 2.0
  14. // -------------------------------------
  15. // Shader Stages
  16. #pragma vertex vert
  17. #pragma fragment frag
  18. // -------------------------------------
  19. // Unity defined keywords
  20. #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
  21. //--------------------------------------
  22. // GPU Instancing
  23. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
  24. // -------------------------------------
  25. // Includes
  26. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  27. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  28. struct appdata_t {
  29. float4 vertex : POSITION;
  30. UNITY_VERTEX_INPUT_INSTANCE_ID
  31. };
  32. struct v2f {
  33. float4 vertex : SV_POSITION;
  34. UNITY_VERTEX_OUTPUT_STEREO
  35. };
  36. v2f vert (appdata_t v)
  37. {
  38. v2f o;
  39. UNITY_SETUP_INSTANCE_ID(v);
  40. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  41. o.vertex = TransformObjectToHClip(v.vertex.xyz);
  42. return o;
  43. }
  44. float4 frag (v2f i) : SV_Target
  45. {
  46. return float4(1,0,1,1);
  47. }
  48. ENDHLSL
  49. }
  50. }
  51. Fallback Off
  52. }