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- Shader "Hidden/Universal Render Pipeline/DBufferClear"
- {
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
-
- Pass
- {
- Name "DBufferClear"
- ZTest Always
- ZWrite Off
- Cull Off
-
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Fragment
- #pragma multi_compile_fragment _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
-
- void Fragment(
- Varyings input,
- OUTPUT_DBUFFER(outDBuffer))
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- outDBuffer0 = half4(0, 0, 0, 1);
- #if defined(_DBUFFER_MRT3) || defined(_DBUFFER_MRT2)
- outDBuffer1 = half4(0.5f, 0.5f, 0.5f, 1);
- #endif
- #if defined(_DBUFFER_MRT3)
- outDBuffer2 = half4(0, 0, 0, 1);
- #endif
- }
- ENDHLSL
- }
- }
- }
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