Shader "Hidden/Universal Render Pipeline/Stop NaN" { Properties { } SubShader { LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "Stop NaN" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 58832 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 float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_32 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_33 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_32, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_33, 2.0f, -1.0f); precise float vertex_unnamed_43 = (-0.0f) - vertex_unnamed_33; precise float vertex_unnamed_45 = vertex_unnamed_43 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_32, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_45, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float2 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float2 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_35 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_36 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); gl_Position.x = mad(vertex_unnamed_35, 2.0f, -1.0f); gl_Position.y = mad(vertex_unnamed_36, 2.0f, -1.0f); precise float vertex_unnamed_46 = (-0.0f) - vertex_unnamed_36; precise float vertex_unnamed_48 = vertex_unnamed_46 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_35, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_48, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2D _BlitTexture; SamplerState S0; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_42 = _BlitTexture.SampleBias(S0, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_44 = fragment_unnamed_42.x; float fragment_unnamed_45 = fragment_unnamed_42.y; float fragment_unnamed_46 = fragment_unnamed_42.z; float fragment_unnamed_47 = fragment_unnamed_42.w; uint fragment_unnamed_52 = asuint(fragment_unnamed_44) & 2147483647u; uint fragment_unnamed_54 = asuint(fragment_unnamed_45) & 2147483647u; uint fragment_unnamed_55 = asuint(fragment_unnamed_46) & 2147483647u; uint fragment_unnamed_56 = asuint(fragment_unnamed_47) & 2147483647u; bool fragment_unnamed_83 = ((((fragment_unnamed_56 == 2139095040u) ? 4294967295u : 0u) | (((fragment_unnamed_55 == 2139095040u) ? 4294967295u : 0u) | (((fragment_unnamed_54 == 2139095040u) ? 4294967295u : 0u) | ((fragment_unnamed_52 == 2139095040u) ? 4294967295u : 0u)))) | (((2139095040u < fragment_unnamed_56) ? 4294967295u : 0u) | (((2139095040u < fragment_unnamed_55) ? 4294967295u : 0u) | (((2139095040u < fragment_unnamed_54) ? 4294967295u : 0u) | ((2139095040u < fragment_unnamed_52) ? 4294967295u : 0u))))) != 0u; fragment_output_0.x = fragment_unnamed_83 ? 0.0f : fragment_unnamed_44; fragment_output_0.y = fragment_unnamed_83 ? 0.0f : fragment_unnamed_45; fragment_output_0.z = fragment_unnamed_83 ? 0.0f : fragment_unnamed_46; fragment_output_0.w = fragment_unnamed_83 ? 0.0f : fragment_unnamed_47; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); fragment_input_1 = stage_input.fragment_input_1; 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 float2 _GlobalMipBias; static float4 fragment_uniform_buffer_0[5]; Texture2DArray _BlitTexture; SamplerState S0; static uint gl_Layer; static float2 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float2 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { float4 fragment_unnamed_46 = _BlitTexture.SampleBias(S0, float3(fragment_input_1.x, fragment_input_1.y, float(uint(gl_Layer))), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_49 = fragment_unnamed_46.x; float fragment_unnamed_50 = fragment_unnamed_46.y; float fragment_unnamed_51 = fragment_unnamed_46.z; float fragment_unnamed_52 = fragment_unnamed_46.w; uint fragment_unnamed_57 = asuint(fragment_unnamed_49) & 2147483647u; uint fragment_unnamed_59 = asuint(fragment_unnamed_50) & 2147483647u; uint fragment_unnamed_60 = asuint(fragment_unnamed_51) & 2147483647u; uint fragment_unnamed_61 = asuint(fragment_unnamed_52) & 2147483647u; bool fragment_unnamed_88 = ((((fragment_unnamed_61 == 2139095040u) ? 4294967295u : 0u) | (((fragment_unnamed_60 == 2139095040u) ? 4294967295u : 0u) | (((fragment_unnamed_59 == 2139095040u) ? 4294967295u : 0u) | ((fragment_unnamed_57 == 2139095040u) ? 4294967295u : 0u)))) | (((2139095040u < fragment_unnamed_61) ? 4294967295u : 0u) | (((2139095040u < fragment_unnamed_60) ? 4294967295u : 0u) | (((2139095040u < fragment_unnamed_59) ? 4294967295u : 0u) | ((2139095040u < fragment_unnamed_57) ? 4294967295u : 0u))))) != 0u; fragment_output_0.x = fragment_unnamed_88 ? 0.0f : fragment_unnamed_49; fragment_output_0.y = fragment_unnamed_88 ? 0.0f : fragment_unnamed_50; fragment_output_0.z = fragment_unnamed_88 ? 0.0f : fragment_unnamed_51; fragment_output_0.w = fragment_unnamed_88 ? 0.0f : fragment_unnamed_52; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[4] = float4(_GlobalMipBias[0], _GlobalMipBias[1], fragment_uniform_buffer_0[4][2], fragment_uniform_buffer_0[4][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }