82 lines
1.2 KiB
Plaintext
82 lines
1.2 KiB
Plaintext
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// Used on D3D11 and similar platforms for non-fullscreen clears
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// (platforms that can't clear just part of the render target)
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Shader "Hidden/InternalClear" {
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CGINCLUDE
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return i.color;
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}
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ENDCG
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SubShader {
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ZTest Always Cull Off
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Pass {
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ColorMask 0 ZWrite Off
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CGPROGRAM
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ENDCG
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}
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Pass {
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ZWrite Off
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CGPROGRAM
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ENDCG
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}
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Pass {
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ColorMask 0
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CGPROGRAM
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ENDCG
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}
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Pass {
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CGPROGRAM
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ENDCG
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}
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Pass {
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ColorMask 0 ZWrite Off
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Stencil { Comp Always Pass Zero }
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CGPROGRAM
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ENDCG
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}
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Pass {
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ZWrite Off
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Stencil { Comp Always Pass Zero }
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CGPROGRAM
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ENDCG
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}
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Pass {
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ColorMask 0
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Stencil { Comp Always Pass Zero }
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CGPROGRAM
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ENDCG
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}
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Pass {
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Stencil { Comp Always Pass Zero }
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CGPROGRAM
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ENDCG
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}
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}
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Fallback Off
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}
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