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JJBB/Assets/BuiltinAssets/Shader/DefaultResources/Internal-Clear.shader
2024-08-23 15:49:34 +08:00

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