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- 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
- }
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