Shader "Hidden/Universal Render Pipeline/FallbackError" { Properties { } SubShader { Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "ShaderModel" = "4.5" } Pass { Tags { "IGNOREPROJECTOR" = "true" "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" "ShaderModel" = "4.5" } GpuProgramID 43562 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 5.0 #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; 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_71 = mad(vertex_uniform_buffer_1[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].x, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_1[1u].x)) + vertex_uniform_buffer_1[3u].x; float vertex_unnamed_72 = mad(vertex_uniform_buffer_1[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].y, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_1[1u].y)) + vertex_uniform_buffer_1[3u].y; float vertex_unnamed_73 = mad(vertex_uniform_buffer_1[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].z, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_1[1u].z)) + vertex_uniform_buffer_1[3u].z; float vertex_unnamed_74 = mad(vertex_uniform_buffer_1[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_1[0u].w, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_1[1u].w)) + vertex_uniform_buffer_1[3u].w; gl_Position.x = mad(vertex_uniform_buffer_0[82u].x, vertex_unnamed_74, mad(vertex_uniform_buffer_0[81u].x, vertex_unnamed_73, mad(vertex_uniform_buffer_0[79u].x, vertex_unnamed_71, vertex_unnamed_72 * vertex_uniform_buffer_0[80u].x))); gl_Position.y = mad(vertex_uniform_buffer_0[82u].y, vertex_unnamed_74, mad(vertex_uniform_buffer_0[81u].y, vertex_unnamed_73, mad(vertex_uniform_buffer_0[79u].y, vertex_unnamed_71, vertex_unnamed_72 * vertex_uniform_buffer_0[80u].y))); gl_Position.z = mad(vertex_uniform_buffer_0[82u].z, vertex_unnamed_74, mad(vertex_uniform_buffer_0[81u].z, vertex_unnamed_73, mad(vertex_uniform_buffer_0[79u].z, vertex_unnamed_71, vertex_unnamed_72 * vertex_uniform_buffer_0[80u].z))); gl_Position.w = mad(vertex_uniform_buffer_0[82u].w, vertex_unnamed_74, mad(vertex_uniform_buffer_0[81u].w, vertex_unnamed_73, mad(vertex_uniform_buffer_0[79u].w, vertex_unnamed_71, vertex_unnamed_72 * vertex_uniform_buffer_0[80u].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; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; 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 uint gl_Layer; static int gl_InstanceIndex; static int gl_BaseInstanceARB; static float4 vertex_input_0; struct Vertex_Stage_Input { float4 vertex_input_0 : POSITION; // POSITION uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; uint spvBitfieldInsert(uint Base, uint Insert, uint Offset, uint Count) { uint Mask = Count == 32 ? 0xffffffff : (((1u << Count) - 1) << (Offset & 31)); return (Base & ~Mask) | ((Insert << Offset) & Mask); } uint2 spvBitfieldInsert(uint2 Base, uint2 Insert, uint Offset, uint Count) { uint Mask = Count == 32 ? 0xffffffff : (((1u << Count) - 1) << (Offset & 31)); return (Base & ~Mask) | ((Insert << Offset) & Mask); } uint3 spvBitfieldInsert(uint3 Base, uint3 Insert, uint Offset, uint Count) { uint Mask = Count == 32 ? 0xffffffff : (((1u << Count) - 1) << (Offset & 31)); return (Base & ~Mask) | ((Insert << Offset) & Mask); } uint4 spvBitfieldInsert(uint4 Base, uint4 Insert, uint Offset, uint Count) { uint Mask = Count == 32 ? 0xffffffff : (((1u << Count) - 1) << (Offset & 31)); return (Base & ~Mask) | ((Insert << Offset) & Mask); } void vert_main() { float vertex_unnamed_75 = mad(vertex_uniform_buffer_0[2u].x, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].x, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_0[1u].x)) + vertex_uniform_buffer_0[3u].x; float vertex_unnamed_76 = mad(vertex_uniform_buffer_0[2u].y, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].y, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_0[1u].y)) + vertex_uniform_buffer_0[3u].y; float vertex_unnamed_77 = mad(vertex_uniform_buffer_0[2u].z, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].z, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_0[1u].z)) + vertex_uniform_buffer_0[3u].z; float vertex_unnamed_78 = mad(vertex_uniform_buffer_0[2u].w, vertex_input_0.z, mad(vertex_uniform_buffer_0[0u].w, vertex_input_0.x, vertex_input_0.y * vertex_uniform_buffer_0[1u].w)) + vertex_uniform_buffer_0[3u].w; uint vertex_unnamed_85 = 2u & 31u; uint vertex_unnamed_89 = spvBitfieldInsert(0u, uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB), vertex_unnamed_85, min((1u & 31u), (32u - vertex_unnamed_85))); uint vertex_unnamed_90 = vertex_unnamed_89 + 33u; uint vertex_unnamed_102 = vertex_unnamed_89 + 32u; uint vertex_unnamed_113 = vertex_unnamed_89 + 34u; uint vertex_unnamed_125 = vertex_unnamed_89 + 35u; gl_Position.x = mad(vertex_uniform_buffer_1[vertex_unnamed_125].x, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_113].x, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_102].x, vertex_unnamed_75, vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_90].x))); gl_Position.y = mad(vertex_uniform_buffer_1[vertex_unnamed_125].y, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_113].y, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_102].y, vertex_unnamed_75, vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_90].y))); gl_Position.z = mad(vertex_uniform_buffer_1[vertex_unnamed_125].z, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_113].z, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_102].z, vertex_unnamed_75, vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_90].z))); gl_Position.w = mad(vertex_uniform_buffer_1[vertex_unnamed_125].w, vertex_unnamed_78, mad(vertex_uniform_buffer_1[vertex_unnamed_113].w, vertex_unnamed_77, mad(vertex_uniform_buffer_1[vertex_unnamed_102].w, vertex_unnamed_75, vertex_unnamed_76 * vertex_uniform_buffer_1[vertex_unnamed_90].w))); gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } 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; 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 #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 = 1.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 1.0f; fragment_output_0.w = 1.0f; } 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 #ifdef 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 = 1.0f; fragment_output_0.y = 0.0f; fragment_output_0.z = 1.0f; fragment_output_0.w = 1.0f; } 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 ENDHLSL } } FallBack "Hidden/Core/FallbackError" }