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DBufferClear.shader 1.3KB

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  1. Shader "Hidden/Universal Render Pipeline/DBufferClear"
  2. {
  3. SubShader
  4. {
  5. Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
  6. LOD 100
  7. Pass
  8. {
  9. Name "DBufferClear"
  10. ZTest Always
  11. ZWrite Off
  12. Cull Off
  13. HLSLPROGRAM
  14. #pragma vertex Vert
  15. #pragma fragment Fragment
  16. #pragma multi_compile_fragment _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
  17. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  18. #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
  19. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  20. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
  21. void Fragment(
  22. Varyings input,
  23. OUTPUT_DBUFFER(outDBuffer))
  24. {
  25. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  26. outDBuffer0 = half4(0, 0, 0, 1);
  27. #if defined(_DBUFFER_MRT3) || defined(_DBUFFER_MRT2)
  28. outDBuffer1 = half4(0.5f, 0.5f, 0.5f, 1);
  29. #endif
  30. #if defined(_DBUFFER_MRT3)
  31. outDBuffer2 = half4(0, 0, 0, 1);
  32. #endif
  33. }
  34. ENDHLSL
  35. }
  36. }
  37. }