EVERYTHING

This commit is contained in:
niko
2026-06-01 17:19:55 +02:00
parent d063b81359
commit b62bac090b
1081 changed files with 1716544 additions and 0 deletions
@@ -0,0 +1,401 @@
Shader "Hidden/Universal Render Pipeline/XR/XROcclusionMesh"
{
Properties
{
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Tags { "RenderPipeline" = "UniversalPipeline" }
ColorMask 0
Cull Off
GpuProgramID 21452
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
#pragma multi_compile _ XR_OCCLUSION_MESH_COMBINED
#ifndef STEREO_INSTANCING_ON
#ifndef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_ObjectToWorld;
static float4 vertex_uniform_buffer_0[4];
static float4 gl_Position;
static float4 vertex_input_0;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
};
struct Vertex_Stage_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_25 = mad(vertex_input_0.x, 2.0f, -1.0f);
float vertex_unnamed_28 = mad(vertex_input_0.y, -2.0f, 1.0f);
precise float vertex_unnamed_38 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].x;
precise float vertex_unnamed_39 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].y;
precise float vertex_unnamed_40 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].z;
precise float vertex_unnamed_41 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].w;
precise float vertex_unnamed_59 = mad(vertex_uniform_buffer_0[0u].x, vertex_unnamed_25, vertex_unnamed_38) + vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_60 = mad(vertex_uniform_buffer_0[0u].y, vertex_unnamed_25, vertex_unnamed_39) + vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_61 = mad(vertex_uniform_buffer_0[0u].z, vertex_unnamed_25, vertex_unnamed_40) + vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_62 = mad(vertex_uniform_buffer_0[0u].w, vertex_unnamed_25, vertex_unnamed_41) + vertex_uniform_buffer_0[2u].w;
precise float vertex_unnamed_70 = vertex_unnamed_59 + vertex_uniform_buffer_0[3u].x;
precise float vertex_unnamed_71 = vertex_unnamed_60 + vertex_uniform_buffer_0[3u].y;
precise float vertex_unnamed_72 = vertex_unnamed_61 + vertex_uniform_buffer_0[3u].z;
precise float vertex_unnamed_73 = vertex_unnamed_62 + vertex_uniform_buffer_0[3u].w;
gl_Position.x = vertex_unnamed_70;
gl_Position.y = vertex_unnamed_71;
gl_Position.z = vertex_unnamed_72;
gl_Position.w = vertex_unnamed_73;
}
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_input_0 = stage_input.vertex_input_0;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !XR_OCCLUSION_MESH_COMBINED
#ifdef STEREO_INSTANCING_ON
#ifndef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_ObjectToWorld;
static float4 vertex_uniform_buffer_0[4];
static float4 gl_Position;
static float4 vertex_input_0;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
};
struct Vertex_Stage_Output
{
float4 gl_Position : SV_Position;
};
void vert_main()
{
float vertex_unnamed_25 = mad(vertex_input_0.x, 2.0f, -1.0f);
float vertex_unnamed_28 = mad(vertex_input_0.y, -2.0f, 1.0f);
precise float vertex_unnamed_38 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].x;
precise float vertex_unnamed_39 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].y;
precise float vertex_unnamed_40 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].z;
precise float vertex_unnamed_41 = vertex_unnamed_28 * vertex_uniform_buffer_0[1u].w;
precise float vertex_unnamed_59 = mad(vertex_uniform_buffer_0[0u].x, vertex_unnamed_25, vertex_unnamed_38) + vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_60 = mad(vertex_uniform_buffer_0[0u].y, vertex_unnamed_25, vertex_unnamed_39) + vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_61 = mad(vertex_uniform_buffer_0[0u].z, vertex_unnamed_25, vertex_unnamed_40) + vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_62 = mad(vertex_uniform_buffer_0[0u].w, vertex_unnamed_25, vertex_unnamed_41) + vertex_uniform_buffer_0[2u].w;
precise float vertex_unnamed_70 = vertex_unnamed_59 + vertex_uniform_buffer_0[3u].x;
precise float vertex_unnamed_71 = vertex_unnamed_60 + vertex_uniform_buffer_0[3u].y;
precise float vertex_unnamed_72 = vertex_unnamed_61 + vertex_uniform_buffer_0[3u].z;
precise float vertex_unnamed_73 = vertex_unnamed_62 + vertex_uniform_buffer_0[3u].w;
gl_Position.x = vertex_unnamed_70;
gl_Position.y = vertex_unnamed_71;
gl_Position.z = vertex_unnamed_72;
gl_Position.w = vertex_unnamed_73;
}
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_input_0 = stage_input.vertex_input_0;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !XR_OCCLUSION_MESH_COMBINED
#ifdef XR_OCCLUSION_MESH_COMBINED
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_ObjectToWorld;
static float4 vertex_uniform_buffer_0[4];
static float4 gl_Position;
static uint gl_Layer;
static float4 vertex_input_0;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
};
struct Vertex_Stage_Output
{
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_27 = mad(vertex_input_0.x, 2.0f, -1.0f);
float vertex_unnamed_30 = mad(vertex_input_0.y, -2.0f, 1.0f);
precise float vertex_unnamed_40 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].x;
precise float vertex_unnamed_41 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].y;
precise float vertex_unnamed_42 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].z;
precise float vertex_unnamed_43 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].w;
precise float vertex_unnamed_61 = mad(vertex_uniform_buffer_0[0u].x, vertex_unnamed_27, vertex_unnamed_40) + vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_62 = mad(vertex_uniform_buffer_0[0u].y, vertex_unnamed_27, vertex_unnamed_41) + vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_63 = mad(vertex_uniform_buffer_0[0u].z, vertex_unnamed_27, vertex_unnamed_42) + vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_64 = mad(vertex_uniform_buffer_0[0u].w, vertex_unnamed_27, vertex_unnamed_43) + vertex_uniform_buffer_0[2u].w;
precise float vertex_unnamed_72 = vertex_unnamed_61 + vertex_uniform_buffer_0[3u].x;
precise float vertex_unnamed_73 = vertex_unnamed_62 + vertex_uniform_buffer_0[3u].y;
precise float vertex_unnamed_74 = vertex_unnamed_63 + vertex_uniform_buffer_0[3u].z;
precise float vertex_unnamed_75 = vertex_unnamed_64 + vertex_uniform_buffer_0[3u].w;
gl_Position.x = vertex_unnamed_72;
gl_Position.y = vertex_unnamed_73;
gl_Position.z = vertex_unnamed_74;
gl_Position.w = vertex_unnamed_75;
gl_Layer = int(uint(vertex_input_0.z));
}
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_input_0 = stage_input.vertex_input_0;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
return stage_output;
}
#endif // XR_OCCLUSION_MESH_COMBINED
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
float4x4 unity_ObjectToWorld;
static float4 vertex_uniform_buffer_0[4];
static float4 gl_Position;
static uint gl_Layer;
static float4 vertex_input_0;
struct Vertex_Stage_Input
{
float4 vertex_input_0 : POSITION; // POSITION
};
struct Vertex_Stage_Output
{
float4 gl_Position : SV_Position;
uint gl_Layer : SV_RenderTargetArrayIndex;
};
void vert_main()
{
float vertex_unnamed_27 = mad(vertex_input_0.x, 2.0f, -1.0f);
float vertex_unnamed_30 = mad(vertex_input_0.y, -2.0f, 1.0f);
precise float vertex_unnamed_40 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].x;
precise float vertex_unnamed_41 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].y;
precise float vertex_unnamed_42 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].z;
precise float vertex_unnamed_43 = vertex_unnamed_30 * vertex_uniform_buffer_0[1u].w;
precise float vertex_unnamed_61 = mad(vertex_uniform_buffer_0[0u].x, vertex_unnamed_27, vertex_unnamed_40) + vertex_uniform_buffer_0[2u].x;
precise float vertex_unnamed_62 = mad(vertex_uniform_buffer_0[0u].y, vertex_unnamed_27, vertex_unnamed_41) + vertex_uniform_buffer_0[2u].y;
precise float vertex_unnamed_63 = mad(vertex_uniform_buffer_0[0u].z, vertex_unnamed_27, vertex_unnamed_42) + vertex_uniform_buffer_0[2u].z;
precise float vertex_unnamed_64 = mad(vertex_uniform_buffer_0[0u].w, vertex_unnamed_27, vertex_unnamed_43) + vertex_uniform_buffer_0[2u].w;
precise float vertex_unnamed_72 = vertex_unnamed_61 + vertex_uniform_buffer_0[3u].x;
precise float vertex_unnamed_73 = vertex_unnamed_62 + vertex_uniform_buffer_0[3u].y;
precise float vertex_unnamed_74 = vertex_unnamed_63 + vertex_uniform_buffer_0[3u].z;
precise float vertex_unnamed_75 = vertex_unnamed_64 + vertex_uniform_buffer_0[3u].w;
gl_Position.x = vertex_unnamed_72;
gl_Position.y = vertex_unnamed_73;
gl_Position.z = vertex_unnamed_74;
gl_Position.w = vertex_unnamed_75;
gl_Layer = int(uint(vertex_input_0.z));
}
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_input_0 = stage_input.vertex_input_0;
vert_main();
Vertex_Stage_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.gl_Layer = gl_Layer;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // XR_OCCLUSION_MESH_COMBINED
#ifndef STEREO_INSTANCING_ON
#ifndef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
static float4 fragment_output_0;
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag()
{
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // !STEREO_INSTANCING_ON
#endif // !XR_OCCLUSION_MESH_COMBINED
#ifdef STEREO_INSTANCING_ON
#ifndef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
static float4 fragment_output_0;
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag()
{
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // !XR_OCCLUSION_MESH_COMBINED
#ifdef XR_OCCLUSION_MESH_COMBINED
#ifndef STEREO_INSTANCING_ON
#define ANY_SHADER_VARIANT_ACTIVE
static float4 fragment_output_0;
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag()
{
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // XR_OCCLUSION_MESH_COMBINED
#endif // !STEREO_INSTANCING_ON
#ifdef STEREO_INSTANCING_ON
#ifdef XR_OCCLUSION_MESH_COMBINED
#define ANY_SHADER_VARIANT_ACTIVE
static float4 fragment_output_0;
struct Fragment_Stage_Output
{
float4 fragment_output_0 : SV_Target0;
};
void frag_main()
{
fragment_output_0.x = 0.0f;
fragment_output_0.y = 0.0f;
fragment_output_0.z = 0.0f;
fragment_output_0.w = 0.0f;
}
Fragment_Stage_Output frag()
{
frag_main();
Fragment_Stage_Output stage_output;
stage_output.fragment_output_0 = fragment_output_0;
return stage_output;
}
#endif // STEREO_INSTANCING_ON
#endif // XR_OCCLUSION_MESH_COMBINED
ENDHLSL
}
}
}