rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Custom/Terrain/DepthOnlyPass.hlsl

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2023-10-02 19:12:35 +03:00
#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "../../../Core/CurvedWorldTransform.cginc"
struct Attributes
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings DepthOnlyVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(input.position)
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = TransformObjectToHClip(input.position.xyz);
return output;
}
half4 DepthOnlyFragment(Varyings input) : SV_TARGET
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
return 0;
}
#endif