EVERYTHING
This commit is contained in:
@@ -0,0 +1,720 @@
|
||||
Shader "Hidden/Universal Render Pipeline/Debug/DebugReplacement"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
|
||||
Pass
|
||||
{
|
||||
Name "Vertex Attributes"
|
||||
Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "UniversalForward" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" }
|
||||
GpuProgramID 3643
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
// https://docs.unity3d.com/Manual/SL-PragmaDirectives.html
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 4.0
|
||||
#pragma multi_compile _ STEREO_INSTANCING_ON
|
||||
|
||||
|
||||
#ifndef STEREO_INSTANCING_ON
|
||||
#define ANY_SHADER_VARIANT_ACTIVE
|
||||
|
||||
float4x4 unity_MatrixVP;
|
||||
float4x4 unity_ObjectToWorld;
|
||||
|
||||
static float4 vertex_uniform_buffer_0[83];
|
||||
static float4 vertex_uniform_buffer_1[4];
|
||||
static float4 gl_Position;
|
||||
static float4 vertex_input_0;
|
||||
static float4 vertex_input_1;
|
||||
static float4 vertex_input_2;
|
||||
static float4 vertex_input_3;
|
||||
static float4 vertex_input_4;
|
||||
static float4 vertex_input_5;
|
||||
static float4 vertex_input_6;
|
||||
static float4 vertex_input_7;
|
||||
static float4 vertex_input_8;
|
||||
static float4 vertex_input_9;
|
||||
static float4 vertex_input_10;
|
||||
static float4 vertex_input_11;
|
||||
static float4 vertex_output_1;
|
||||
static float4 vertex_output_2;
|
||||
static float4 vertex_output_3;
|
||||
static float4 vertex_output_4;
|
||||
static float4 vertex_output_5;
|
||||
static float4 vertex_output_6;
|
||||
static float4 vertex_output_7;
|
||||
static float4 vertex_output_8;
|
||||
static float4 vertex_output_9;
|
||||
static float4 vertex_output_10;
|
||||
static float4 vertex_output_11;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 vertex_input_0 : POSITION; // POSITION
|
||||
float4 vertex_input_1 : NORMAL; // TEXCOORD
|
||||
float4 vertex_input_2 : TANGENT; // TEXCOORD_1
|
||||
float4 vertex_input_3 : COLOR; // TEXCOORD_2
|
||||
float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3
|
||||
float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4
|
||||
float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5
|
||||
float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6
|
||||
float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7
|
||||
float4 vertex_input_9 : TEXCOORD5; // COLOR
|
||||
float4 vertex_input_10 : TEXCOORD6; // NORMAL
|
||||
float4 vertex_input_11 : TEXCOORD7; // TANGENT
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
|
||||
float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
|
||||
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
|
||||
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
|
||||
float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4
|
||||
float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5
|
||||
float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6
|
||||
float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7
|
||||
float4 vertex_output_9 : COLOR; // COLOR
|
||||
float4 vertex_output_10 : NORMAL; // NORMAL
|
||||
float4 vertex_output_11 : TANGENT; // TANGENT
|
||||
float4 gl_Position : SV_Position;
|
||||
};
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
precise float vertex_unnamed_56 = vertex_input_0.y * vertex_uniform_buffer_1[1u].x;
|
||||
precise float vertex_unnamed_57 = vertex_input_0.y * vertex_uniform_buffer_1[1u].y;
|
||||
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_1[1u].z;
|
||||
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_1[1u].w;
|
||||
precise float vertex_unnamed_93 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_unnamed_56)) + vertex_uniform_buffer_1[3u].x;
|
||||
precise float vertex_unnamed_94 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_unnamed_57)) + vertex_uniform_buffer_1[3u].y;
|
||||
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_1[3u].z;
|
||||
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_1[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].w, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_1[3u].w;
|
||||
precise float vertex_unnamed_104 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].x;
|
||||
precise float vertex_unnamed_105 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].y;
|
||||
precise float vertex_unnamed_106 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].z;
|
||||
precise float vertex_unnamed_107 = vertex_unnamed_94 * vertex_uniform_buffer_0[80u].w;
|
||||
gl_Position.x = mad(vertex_uniform_buffer_0[82u].x, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_93, vertex_unnamed_104)));
|
||||
gl_Position.y = mad(vertex_uniform_buffer_0[82u].y, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_93, vertex_unnamed_105)));
|
||||
gl_Position.z = mad(vertex_uniform_buffer_0[82u].z, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_93, vertex_unnamed_106)));
|
||||
gl_Position.w = mad(vertex_uniform_buffer_0[82u].w, vertex_unnamed_96, mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_95, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_93, vertex_unnamed_107)));
|
||||
vertex_output_1.x = vertex_input_1.x;
|
||||
vertex_output_1.y = vertex_input_1.y;
|
||||
vertex_output_1.z = vertex_input_1.z;
|
||||
vertex_output_1.w = vertex_input_1.w;
|
||||
vertex_output_2.x = vertex_input_2.x;
|
||||
vertex_output_2.y = vertex_input_2.y;
|
||||
vertex_output_2.z = vertex_input_2.z;
|
||||
vertex_output_2.w = vertex_input_2.w;
|
||||
vertex_output_3.x = vertex_input_3.x;
|
||||
vertex_output_3.y = vertex_input_3.y;
|
||||
vertex_output_3.z = vertex_input_3.z;
|
||||
vertex_output_3.w = vertex_input_3.w;
|
||||
vertex_output_4.x = vertex_input_4.x;
|
||||
vertex_output_4.y = vertex_input_4.y;
|
||||
vertex_output_4.z = vertex_input_4.z;
|
||||
vertex_output_4.w = vertex_input_4.w;
|
||||
vertex_output_5.x = vertex_input_5.x;
|
||||
vertex_output_5.y = vertex_input_5.y;
|
||||
vertex_output_5.z = vertex_input_5.z;
|
||||
vertex_output_5.w = vertex_input_5.w;
|
||||
vertex_output_6.x = vertex_input_6.x;
|
||||
vertex_output_6.y = vertex_input_6.y;
|
||||
vertex_output_6.z = vertex_input_6.z;
|
||||
vertex_output_6.w = vertex_input_6.w;
|
||||
vertex_output_7.x = vertex_input_7.x;
|
||||
vertex_output_7.y = vertex_input_7.y;
|
||||
vertex_output_7.z = vertex_input_7.z;
|
||||
vertex_output_7.w = vertex_input_7.w;
|
||||
vertex_output_8.x = vertex_input_8.x;
|
||||
vertex_output_8.y = vertex_input_8.y;
|
||||
vertex_output_8.z = vertex_input_8.z;
|
||||
vertex_output_8.w = vertex_input_8.w;
|
||||
vertex_output_9.x = vertex_input_9.x;
|
||||
vertex_output_9.y = vertex_input_9.y;
|
||||
vertex_output_9.z = vertex_input_9.z;
|
||||
vertex_output_9.w = vertex_input_9.w;
|
||||
vertex_output_10.x = vertex_input_10.x;
|
||||
vertex_output_10.y = vertex_input_10.y;
|
||||
vertex_output_10.z = vertex_input_10.z;
|
||||
vertex_output_10.w = vertex_input_10.w;
|
||||
vertex_output_11.x = vertex_input_11.x;
|
||||
vertex_output_11.y = vertex_input_11.y;
|
||||
vertex_output_11.z = vertex_input_11.z;
|
||||
vertex_output_11.w = vertex_input_11.w;
|
||||
}
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
|
||||
{
|
||||
vertex_uniform_buffer_0[79] = float4(unity_MatrixVP[0][0], unity_MatrixVP[1][0], unity_MatrixVP[2][0], unity_MatrixVP[3][0]);
|
||||
vertex_uniform_buffer_0[80] = float4(unity_MatrixVP[0][1], unity_MatrixVP[1][1], unity_MatrixVP[2][1], unity_MatrixVP[3][1]);
|
||||
vertex_uniform_buffer_0[81] = float4(unity_MatrixVP[0][2], unity_MatrixVP[1][2], unity_MatrixVP[2][2], unity_MatrixVP[3][2]);
|
||||
vertex_uniform_buffer_0[82] = float4(unity_MatrixVP[0][3], unity_MatrixVP[1][3], unity_MatrixVP[2][3], unity_MatrixVP[3][3]);
|
||||
|
||||
vertex_uniform_buffer_1[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
|
||||
vertex_uniform_buffer_1[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
|
||||
vertex_uniform_buffer_1[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
|
||||
vertex_uniform_buffer_1[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
|
||||
|
||||
vertex_input_0 = stage_input.vertex_input_0;
|
||||
vertex_input_1 = stage_input.vertex_input_1;
|
||||
vertex_input_2 = stage_input.vertex_input_2;
|
||||
vertex_input_3 = stage_input.vertex_input_3;
|
||||
vertex_input_4 = stage_input.vertex_input_4;
|
||||
vertex_input_5 = stage_input.vertex_input_5;
|
||||
vertex_input_6 = stage_input.vertex_input_6;
|
||||
vertex_input_7 = stage_input.vertex_input_7;
|
||||
vertex_input_8 = stage_input.vertex_input_8;
|
||||
vertex_input_9 = stage_input.vertex_input_9;
|
||||
vertex_input_10 = stage_input.vertex_input_10;
|
||||
vertex_input_11 = stage_input.vertex_input_11;
|
||||
vert_main();
|
||||
Vertex_Stage_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
stage_output.vertex_output_1 = vertex_output_1;
|
||||
stage_output.vertex_output_2 = vertex_output_2;
|
||||
stage_output.vertex_output_3 = vertex_output_3;
|
||||
stage_output.vertex_output_4 = vertex_output_4;
|
||||
stage_output.vertex_output_5 = vertex_output_5;
|
||||
stage_output.vertex_output_6 = vertex_output_6;
|
||||
stage_output.vertex_output_7 = vertex_output_7;
|
||||
stage_output.vertex_output_8 = vertex_output_8;
|
||||
stage_output.vertex_output_9 = vertex_output_9;
|
||||
stage_output.vertex_output_10 = vertex_output_10;
|
||||
stage_output.vertex_output_11 = vertex_output_11;
|
||||
return stage_output;
|
||||
}
|
||||
|
||||
#endif // !STEREO_INSTANCING_ON
|
||||
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
#define ANY_SHADER_VARIANT_ACTIVE
|
||||
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_StereoMatrixVP[2];
|
||||
|
||||
static float4 vertex_uniform_buffer_0[4];
|
||||
static float4 vertex_uniform_buffer_1[40];
|
||||
static float4 gl_Position;
|
||||
static int gl_InstanceIndex;
|
||||
static int gl_BaseInstanceARB;
|
||||
static float4 vertex_input_0;
|
||||
static float4 vertex_input_1;
|
||||
static float4 vertex_input_2;
|
||||
static float4 vertex_input_3;
|
||||
static float4 vertex_input_4;
|
||||
static float4 vertex_input_5;
|
||||
static float4 vertex_input_6;
|
||||
static float4 vertex_input_7;
|
||||
static float4 vertex_input_8;
|
||||
static float4 vertex_input_9;
|
||||
static float4 vertex_input_10;
|
||||
static float4 vertex_input_11;
|
||||
static float4 vertex_output_1;
|
||||
static float4 vertex_output_2;
|
||||
static float4 vertex_output_3;
|
||||
static float4 vertex_output_4;
|
||||
static float4 vertex_output_5;
|
||||
static float4 vertex_output_6;
|
||||
static float4 vertex_output_7;
|
||||
static float4 vertex_output_8;
|
||||
static float4 vertex_output_9;
|
||||
static float4 vertex_output_10;
|
||||
static float4 vertex_output_11;
|
||||
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 vertex_input_0 : POSITION; // POSITION
|
||||
float4 vertex_input_1 : NORMAL; // TEXCOORD
|
||||
float4 vertex_input_2 : TANGENT; // TEXCOORD_1
|
||||
float4 vertex_input_3 : COLOR; // TEXCOORD_2
|
||||
float4 vertex_input_4 : TEXCOORD0; // TEXCOORD_3
|
||||
float4 vertex_input_5 : TEXCOORD1; // TEXCOORD_4
|
||||
float4 vertex_input_6 : TEXCOORD2; // TEXCOORD_5
|
||||
float4 vertex_input_7 : TEXCOORD3; // TEXCOORD_6
|
||||
float4 vertex_input_8 : TEXCOORD4; // TEXCOORD_7
|
||||
float4 vertex_input_9 : TEXCOORD5; // COLOR
|
||||
float4 vertex_input_10 : TEXCOORD6; // NORMAL
|
||||
float4 vertex_input_11 : TEXCOORD7; // TANGENT
|
||||
uint gl_InstanceIndex : SV_InstanceID;
|
||||
uint gl_BaseInstanceARB : SV_StartInstanceLocation;
|
||||
};
|
||||
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float4 vertex_output_1 : TEXCOORD; // TEXCOORD
|
||||
float4 vertex_output_2 : TEXCOORD1; // TEXCOORD_1
|
||||
float4 vertex_output_3 : TEXCOORD2; // TEXCOORD_2
|
||||
float4 vertex_output_4 : TEXCOORD3; // TEXCOORD_3
|
||||
float4 vertex_output_5 : TEXCOORD4; // TEXCOORD_4
|
||||
float4 vertex_output_6 : TEXCOORD5; // TEXCOORD_5
|
||||
float4 vertex_output_7 : TEXCOORD6; // TEXCOORD_6
|
||||
float4 vertex_output_8 : TEXCOORD7; // TEXCOORD_7
|
||||
float4 vertex_output_9 : COLOR; // COLOR
|
||||
float4 vertex_output_10 : NORMAL; // NORMAL
|
||||
float4 vertex_output_11 : TANGENT; // TANGENT
|
||||
float4 gl_Position : SV_Position;
|
||||
};
|
||||
|
||||
void vert_main()
|
||||
{
|
||||
precise float vertex_unnamed_58 = vertex_input_0.y * vertex_uniform_buffer_0[1u].x;
|
||||
precise float vertex_unnamed_59 = vertex_input_0.y * vertex_uniform_buffer_0[1u].y;
|
||||
precise float vertex_unnamed_60 = vertex_input_0.y * vertex_uniform_buffer_0[1u].z;
|
||||
precise float vertex_unnamed_61 = vertex_input_0.y * vertex_uniform_buffer_0[1u].w;
|
||||
precise float vertex_unnamed_95 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_unnamed_58)) + vertex_uniform_buffer_0[3u].x;
|
||||
precise float vertex_unnamed_96 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_unnamed_59)) + vertex_uniform_buffer_0[3u].y;
|
||||
precise float vertex_unnamed_97 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_unnamed_60)) + vertex_uniform_buffer_0[3u].z;
|
||||
precise float vertex_unnamed_98 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_unnamed_61)) + vertex_uniform_buffer_0[3u].w;
|
||||
uint vertex_unnamed_104 = ((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) << 2u) & 4u;
|
||||
uint vertex_unnamed_105 = vertex_unnamed_104 + 33u;
|
||||
precise float vertex_unnamed_113 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].x;
|
||||
precise float vertex_unnamed_114 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].y;
|
||||
precise float vertex_unnamed_115 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].z;
|
||||
precise float vertex_unnamed_116 = vertex_unnamed_96 * vertex_uniform_buffer_1[vertex_unnamed_105].w;
|
||||
uint vertex_unnamed_117 = vertex_unnamed_104 + 32u;
|
||||
uint vertex_unnamed_129 = vertex_unnamed_104 + 34u;
|
||||
uint vertex_unnamed_141 = vertex_unnamed_104 + 35u;
|
||||
gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_141].x, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].x, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].x, vertex_unnamed_95, vertex_unnamed_113)));
|
||||
gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_141].y, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].y, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].y, vertex_unnamed_95, vertex_unnamed_114)));
|
||||
gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_141].z, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].z, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].z, vertex_unnamed_95, vertex_unnamed_115)));
|
||||
gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_141].w, vertex_unnamed_98, mad(vertex_uniform_buffer_1[vertex_unnamed_129].w, vertex_unnamed_97, mad(vertex_uniform_buffer_1[vertex_unnamed_117].w, vertex_unnamed_95, vertex_unnamed_116)));
|
||||
vertex_output_1.x = vertex_input_1.x;
|
||||
vertex_output_1.y = vertex_input_1.y;
|
||||
vertex_output_1.z = vertex_input_1.z;
|
||||
vertex_output_1.w = vertex_input_1.w;
|
||||
vertex_output_2.x = vertex_input_2.x;
|
||||
vertex_output_2.y = vertex_input_2.y;
|
||||
vertex_output_2.z = vertex_input_2.z;
|
||||
vertex_output_2.w = vertex_input_2.w;
|
||||
vertex_output_3.x = vertex_input_3.x;
|
||||
vertex_output_3.y = vertex_input_3.y;
|
||||
vertex_output_3.z = vertex_input_3.z;
|
||||
vertex_output_3.w = vertex_input_3.w;
|
||||
vertex_output_4.x = vertex_input_4.x;
|
||||
vertex_output_4.y = vertex_input_4.y;
|
||||
vertex_output_4.z = vertex_input_4.z;
|
||||
vertex_output_4.w = vertex_input_4.w;
|
||||
vertex_output_5.x = vertex_input_5.x;
|
||||
vertex_output_5.y = vertex_input_5.y;
|
||||
vertex_output_5.z = vertex_input_5.z;
|
||||
vertex_output_5.w = vertex_input_5.w;
|
||||
vertex_output_6.x = vertex_input_6.x;
|
||||
vertex_output_6.y = vertex_input_6.y;
|
||||
vertex_output_6.z = vertex_input_6.z;
|
||||
vertex_output_6.w = vertex_input_6.w;
|
||||
vertex_output_7.x = vertex_input_7.x;
|
||||
vertex_output_7.y = vertex_input_7.y;
|
||||
vertex_output_7.z = vertex_input_7.z;
|
||||
vertex_output_7.w = vertex_input_7.w;
|
||||
vertex_output_8.x = vertex_input_8.x;
|
||||
vertex_output_8.y = vertex_input_8.y;
|
||||
vertex_output_8.z = vertex_input_8.z;
|
||||
vertex_output_8.w = vertex_input_8.w;
|
||||
vertex_output_9.x = vertex_input_9.x;
|
||||
vertex_output_9.y = vertex_input_9.y;
|
||||
vertex_output_9.z = vertex_input_9.z;
|
||||
vertex_output_9.w = vertex_input_9.w;
|
||||
vertex_output_10.x = vertex_input_10.x;
|
||||
vertex_output_10.y = vertex_input_10.y;
|
||||
vertex_output_10.z = vertex_input_10.z;
|
||||
vertex_output_10.w = vertex_input_10.w;
|
||||
vertex_output_11.x = vertex_input_11.x;
|
||||
vertex_output_11.y = vertex_input_11.y;
|
||||
vertex_output_11.z = vertex_input_11.z;
|
||||
vertex_output_11.w = vertex_input_11.w;
|
||||
}
|
||||
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input stage_input)
|
||||
{
|
||||
vertex_uniform_buffer_0[0] = float4(unity_ObjectToWorld[0][0], unity_ObjectToWorld[1][0], unity_ObjectToWorld[2][0], unity_ObjectToWorld[3][0]);
|
||||
vertex_uniform_buffer_0[1] = float4(unity_ObjectToWorld[0][1], unity_ObjectToWorld[1][1], unity_ObjectToWorld[2][1], unity_ObjectToWorld[3][1]);
|
||||
vertex_uniform_buffer_0[2] = float4(unity_ObjectToWorld[0][2], unity_ObjectToWorld[1][2], unity_ObjectToWorld[2][2], unity_ObjectToWorld[3][2]);
|
||||
vertex_uniform_buffer_0[3] = float4(unity_ObjectToWorld[0][3], unity_ObjectToWorld[1][3], unity_ObjectToWorld[2][3], unity_ObjectToWorld[3][3]);
|
||||
|
||||
vertex_uniform_buffer_1[32] = float4(unity_StereoMatrixVP[0][0][0], unity_StereoMatrixVP[0][1][0], unity_StereoMatrixVP[0][2][0], unity_StereoMatrixVP[0][3][0]);
|
||||
vertex_uniform_buffer_1[33] = float4(unity_StereoMatrixVP[0][0][1], unity_StereoMatrixVP[0][1][1], unity_StereoMatrixVP[0][2][1], unity_StereoMatrixVP[0][3][1]);
|
||||
vertex_uniform_buffer_1[34] = float4(unity_StereoMatrixVP[0][0][2], unity_StereoMatrixVP[0][1][2], unity_StereoMatrixVP[0][2][2], unity_StereoMatrixVP[0][3][2]);
|
||||
vertex_uniform_buffer_1[35] = float4(unity_StereoMatrixVP[0][0][3], unity_StereoMatrixVP[0][1][3], unity_StereoMatrixVP[0][2][3], unity_StereoMatrixVP[0][3][3]);
|
||||
vertex_uniform_buffer_1[36] = float4(unity_StereoMatrixVP[1][0][0], unity_StereoMatrixVP[1][1][0], unity_StereoMatrixVP[1][2][0], unity_StereoMatrixVP[1][3][0]);
|
||||
vertex_uniform_buffer_1[37] = float4(unity_StereoMatrixVP[1][0][1], unity_StereoMatrixVP[1][1][1], unity_StereoMatrixVP[1][2][1], unity_StereoMatrixVP[1][3][1]);
|
||||
vertex_uniform_buffer_1[38] = float4(unity_StereoMatrixVP[1][0][2], unity_StereoMatrixVP[1][1][2], unity_StereoMatrixVP[1][2][2], unity_StereoMatrixVP[1][3][2]);
|
||||
vertex_uniform_buffer_1[39] = float4(unity_StereoMatrixVP[1][0][3], unity_StereoMatrixVP[1][1][3], unity_StereoMatrixVP[1][2][3], unity_StereoMatrixVP[1][3][3]);
|
||||
|
||||
gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
|
||||
gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
|
||||
vertex_input_0 = stage_input.vertex_input_0;
|
||||
vertex_input_1 = stage_input.vertex_input_1;
|
||||
vertex_input_2 = stage_input.vertex_input_2;
|
||||
vertex_input_3 = stage_input.vertex_input_3;
|
||||
vertex_input_4 = stage_input.vertex_input_4;
|
||||
vertex_input_5 = stage_input.vertex_input_5;
|
||||
vertex_input_6 = stage_input.vertex_input_6;
|
||||
vertex_input_7 = stage_input.vertex_input_7;
|
||||
vertex_input_8 = stage_input.vertex_input_8;
|
||||
vertex_input_9 = stage_input.vertex_input_9;
|
||||
vertex_input_10 = stage_input.vertex_input_10;
|
||||
vertex_input_11 = stage_input.vertex_input_11;
|
||||
vert_main();
|
||||
Vertex_Stage_Output stage_output;
|
||||
stage_output.gl_Position = gl_Position;
|
||||
stage_output.vertex_output_1 = vertex_output_1;
|
||||
stage_output.vertex_output_2 = vertex_output_2;
|
||||
stage_output.vertex_output_3 = vertex_output_3;
|
||||
stage_output.vertex_output_4 = vertex_output_4;
|
||||
stage_output.vertex_output_5 = vertex_output_5;
|
||||
stage_output.vertex_output_6 = vertex_output_6;
|
||||
stage_output.vertex_output_7 = vertex_output_7;
|
||||
stage_output.vertex_output_8 = vertex_output_8;
|
||||
stage_output.vertex_output_9 = vertex_output_9;
|
||||
stage_output.vertex_output_10 = vertex_output_10;
|
||||
stage_output.vertex_output_11 = vertex_output_11;
|
||||
return stage_output;
|
||||
}
|
||||
|
||||
#endif // STEREO_INSTANCING_ON
|
||||
|
||||
|
||||
#ifndef STEREO_INSTANCING_ON
|
||||
#define ANY_SHADER_VARIANT_ACTIVE
|
||||
|
||||
int _DebugVertexAttributeMode;
|
||||
|
||||
static float4 fragment_uniform_buffer_0[131];
|
||||
static float4 fragment_input_1;
|
||||
static float4 fragment_input_2;
|
||||
static float4 fragment_input_3;
|
||||
static float4 fragment_input_4;
|
||||
static float4 fragment_input_5;
|
||||
static float4 fragment_input_6;
|
||||
static float4 fragment_input_7;
|
||||
static float4 fragment_input_8;
|
||||
static float4 fragment_input_9;
|
||||
static float4 fragment_input_10;
|
||||
static float4 fragment_input_11;
|
||||
static float4 fragment_output_0;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
|
||||
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
|
||||
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
|
||||
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
|
||||
float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4
|
||||
float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5
|
||||
float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6
|
||||
float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7
|
||||
float4 fragment_input_9 : COLOR; // COLOR
|
||||
float4 fragment_input_10 : NORMAL; // NORMAL
|
||||
float4 fragment_input_11 : TANGENT; // TANGENT
|
||||
};
|
||||
|
||||
struct Fragment_Stage_Output
|
||||
{
|
||||
float4 fragment_output_0 : SV_Target0;
|
||||
};
|
||||
|
||||
void frag_main()
|
||||
{
|
||||
switch (asuint(fragment_uniform_buffer_0[130u]).y)
|
||||
{
|
||||
case 1u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_1.x;
|
||||
fragment_output_0.y = fragment_input_1.y;
|
||||
fragment_output_0.z = fragment_input_1.z;
|
||||
fragment_output_0.w = fragment_input_1.w;
|
||||
return;
|
||||
}
|
||||
case 2u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_2.x;
|
||||
fragment_output_0.y = fragment_input_2.y;
|
||||
fragment_output_0.z = fragment_input_2.z;
|
||||
fragment_output_0.w = fragment_input_2.w;
|
||||
return;
|
||||
}
|
||||
case 3u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_3.x;
|
||||
fragment_output_0.y = fragment_input_3.y;
|
||||
fragment_output_0.z = fragment_input_3.z;
|
||||
fragment_output_0.w = fragment_input_3.w;
|
||||
return;
|
||||
}
|
||||
case 4u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_4.x;
|
||||
fragment_output_0.y = fragment_input_4.y;
|
||||
fragment_output_0.z = fragment_input_4.z;
|
||||
fragment_output_0.w = fragment_input_4.w;
|
||||
return;
|
||||
}
|
||||
case 5u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_5.x;
|
||||
fragment_output_0.y = fragment_input_5.y;
|
||||
fragment_output_0.z = fragment_input_5.z;
|
||||
fragment_output_0.w = fragment_input_5.w;
|
||||
return;
|
||||
}
|
||||
case 6u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_6.x;
|
||||
fragment_output_0.y = fragment_input_6.y;
|
||||
fragment_output_0.z = fragment_input_6.z;
|
||||
fragment_output_0.w = fragment_input_6.w;
|
||||
return;
|
||||
}
|
||||
case 7u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_7.x;
|
||||
fragment_output_0.y = fragment_input_7.y;
|
||||
fragment_output_0.z = fragment_input_7.z;
|
||||
fragment_output_0.w = fragment_input_7.w;
|
||||
return;
|
||||
}
|
||||
case 8u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_8.x;
|
||||
fragment_output_0.y = fragment_input_8.y;
|
||||
fragment_output_0.z = fragment_input_8.z;
|
||||
fragment_output_0.w = fragment_input_8.w;
|
||||
return;
|
||||
}
|
||||
case 9u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_9.x;
|
||||
fragment_output_0.y = fragment_input_9.y;
|
||||
fragment_output_0.z = fragment_input_9.z;
|
||||
fragment_output_0.w = fragment_input_9.w;
|
||||
return;
|
||||
}
|
||||
case 10u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_11.x;
|
||||
fragment_output_0.y = fragment_input_11.y;
|
||||
fragment_output_0.z = fragment_input_11.z;
|
||||
fragment_output_0.w = fragment_input_11.w;
|
||||
return;
|
||||
}
|
||||
case 11u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_10.x;
|
||||
fragment_output_0.y = fragment_input_10.y;
|
||||
fragment_output_0.z = fragment_input_10.z;
|
||||
fragment_output_0.w = fragment_input_10.w;
|
||||
return;
|
||||
}
|
||||
default:
|
||||
{
|
||||
fragment_output_0.x = 0.0f;
|
||||
fragment_output_0.y = 0.0f;
|
||||
fragment_output_0.z = 0.0f;
|
||||
fragment_output_0.w = 1.0f;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
||||
{
|
||||
fragment_uniform_buffer_0[130] = float4(fragment_uniform_buffer_0[130][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[130][2], fragment_uniform_buffer_0[130][3]);
|
||||
|
||||
fragment_input_1 = stage_input.fragment_input_1;
|
||||
fragment_input_2 = stage_input.fragment_input_2;
|
||||
fragment_input_3 = stage_input.fragment_input_3;
|
||||
fragment_input_4 = stage_input.fragment_input_4;
|
||||
fragment_input_5 = stage_input.fragment_input_5;
|
||||
fragment_input_6 = stage_input.fragment_input_6;
|
||||
fragment_input_7 = stage_input.fragment_input_7;
|
||||
fragment_input_8 = stage_input.fragment_input_8;
|
||||
fragment_input_9 = stage_input.fragment_input_9;
|
||||
fragment_input_10 = stage_input.fragment_input_10;
|
||||
fragment_input_11 = stage_input.fragment_input_11;
|
||||
frag_main();
|
||||
Fragment_Stage_Output stage_output;
|
||||
stage_output.fragment_output_0 = fragment_output_0;
|
||||
return stage_output;
|
||||
}
|
||||
|
||||
#endif // !STEREO_INSTANCING_ON
|
||||
|
||||
|
||||
#ifdef STEREO_INSTANCING_ON
|
||||
#define ANY_SHADER_VARIANT_ACTIVE
|
||||
|
||||
int _DebugVertexAttributeMode;
|
||||
|
||||
static float4 fragment_uniform_buffer_0[100];
|
||||
static float4 fragment_input_1;
|
||||
static float4 fragment_input_2;
|
||||
static float4 fragment_input_3;
|
||||
static float4 fragment_input_4;
|
||||
static float4 fragment_input_5;
|
||||
static float4 fragment_input_6;
|
||||
static float4 fragment_input_7;
|
||||
static float4 fragment_input_8;
|
||||
static float4 fragment_input_9;
|
||||
static float4 fragment_input_10;
|
||||
static float4 fragment_input_11;
|
||||
static float4 fragment_output_0;
|
||||
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float4 fragment_input_1 : TEXCOORD; // TEXCOORD
|
||||
float4 fragment_input_2 : TEXCOORD1; // TEXCOORD_1
|
||||
float4 fragment_input_3 : TEXCOORD2; // TEXCOORD_2
|
||||
float4 fragment_input_4 : TEXCOORD3; // TEXCOORD_3
|
||||
float4 fragment_input_5 : TEXCOORD4; // TEXCOORD_4
|
||||
float4 fragment_input_6 : TEXCOORD5; // TEXCOORD_5
|
||||
float4 fragment_input_7 : TEXCOORD6; // TEXCOORD_6
|
||||
float4 fragment_input_8 : TEXCOORD7; // TEXCOORD_7
|
||||
float4 fragment_input_9 : COLOR; // COLOR
|
||||
float4 fragment_input_10 : NORMAL; // NORMAL
|
||||
float4 fragment_input_11 : TANGENT; // TANGENT
|
||||
};
|
||||
|
||||
struct Fragment_Stage_Output
|
||||
{
|
||||
float4 fragment_output_0 : SV_Target0;
|
||||
};
|
||||
|
||||
void frag_main()
|
||||
{
|
||||
switch (asuint(fragment_uniform_buffer_0[99u]).y)
|
||||
{
|
||||
case 1u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_1.x;
|
||||
fragment_output_0.y = fragment_input_1.y;
|
||||
fragment_output_0.z = fragment_input_1.z;
|
||||
fragment_output_0.w = fragment_input_1.w;
|
||||
return;
|
||||
}
|
||||
case 2u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_2.x;
|
||||
fragment_output_0.y = fragment_input_2.y;
|
||||
fragment_output_0.z = fragment_input_2.z;
|
||||
fragment_output_0.w = fragment_input_2.w;
|
||||
return;
|
||||
}
|
||||
case 3u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_3.x;
|
||||
fragment_output_0.y = fragment_input_3.y;
|
||||
fragment_output_0.z = fragment_input_3.z;
|
||||
fragment_output_0.w = fragment_input_3.w;
|
||||
return;
|
||||
}
|
||||
case 4u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_4.x;
|
||||
fragment_output_0.y = fragment_input_4.y;
|
||||
fragment_output_0.z = fragment_input_4.z;
|
||||
fragment_output_0.w = fragment_input_4.w;
|
||||
return;
|
||||
}
|
||||
case 5u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_5.x;
|
||||
fragment_output_0.y = fragment_input_5.y;
|
||||
fragment_output_0.z = fragment_input_5.z;
|
||||
fragment_output_0.w = fragment_input_5.w;
|
||||
return;
|
||||
}
|
||||
case 6u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_6.x;
|
||||
fragment_output_0.y = fragment_input_6.y;
|
||||
fragment_output_0.z = fragment_input_6.z;
|
||||
fragment_output_0.w = fragment_input_6.w;
|
||||
return;
|
||||
}
|
||||
case 7u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_7.x;
|
||||
fragment_output_0.y = fragment_input_7.y;
|
||||
fragment_output_0.z = fragment_input_7.z;
|
||||
fragment_output_0.w = fragment_input_7.w;
|
||||
return;
|
||||
}
|
||||
case 8u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_8.x;
|
||||
fragment_output_0.y = fragment_input_8.y;
|
||||
fragment_output_0.z = fragment_input_8.z;
|
||||
fragment_output_0.w = fragment_input_8.w;
|
||||
return;
|
||||
}
|
||||
case 9u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_9.x;
|
||||
fragment_output_0.y = fragment_input_9.y;
|
||||
fragment_output_0.z = fragment_input_9.z;
|
||||
fragment_output_0.w = fragment_input_9.w;
|
||||
return;
|
||||
}
|
||||
case 10u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_11.x;
|
||||
fragment_output_0.y = fragment_input_11.y;
|
||||
fragment_output_0.z = fragment_input_11.z;
|
||||
fragment_output_0.w = fragment_input_11.w;
|
||||
return;
|
||||
}
|
||||
case 11u:
|
||||
{
|
||||
fragment_output_0.x = fragment_input_10.x;
|
||||
fragment_output_0.y = fragment_input_10.y;
|
||||
fragment_output_0.z = fragment_input_10.z;
|
||||
fragment_output_0.w = fragment_input_10.w;
|
||||
return;
|
||||
}
|
||||
default:
|
||||
{
|
||||
fragment_output_0.x = 0.0f;
|
||||
fragment_output_0.y = 0.0f;
|
||||
fragment_output_0.z = 0.0f;
|
||||
fragment_output_0.w = 1.0f;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Fragment_Stage_Output frag(Fragment_Stage_Input stage_input)
|
||||
{
|
||||
fragment_uniform_buffer_0[99] = float4(fragment_uniform_buffer_0[99][0], asfloat(_DebugVertexAttributeMode), fragment_uniform_buffer_0[99][2], fragment_uniform_buffer_0[99][3]);
|
||||
|
||||
fragment_input_1 = stage_input.fragment_input_1;
|
||||
fragment_input_2 = stage_input.fragment_input_2;
|
||||
fragment_input_3 = stage_input.fragment_input_3;
|
||||
fragment_input_4 = stage_input.fragment_input_4;
|
||||
fragment_input_5 = stage_input.fragment_input_5;
|
||||
fragment_input_6 = stage_input.fragment_input_6;
|
||||
fragment_input_7 = stage_input.fragment_input_7;
|
||||
fragment_input_8 = stage_input.fragment_input_8;
|
||||
fragment_input_9 = stage_input.fragment_input_9;
|
||||
fragment_input_10 = stage_input.fragment_input_10;
|
||||
fragment_input_11 = stage_input.fragment_input_11;
|
||||
frag_main();
|
||||
Fragment_Stage_Output stage_output;
|
||||
stage_output.fragment_output_0 = fragment_output_0;
|
||||
return stage_output;
|
||||
}
|
||||
|
||||
#endif // STEREO_INSTANCING_ON
|
||||
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user