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Cielonos/Assets/TempResources/Beautify/URP/Runtime/Resources/Shaders/DepthOnlyWithObjectId_Include.hlsl

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2025-11-25 08:19:33 -05:00
struct Attributes
{
float4 positionOS : POSITION;
#if DEPTH_PREPASS_ALPHA_TEST
float2 uv : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#if DEPTH_PREPASS_ALPHA_TEST
float2 uv : TEXCOORD0;
#endif
float objectId : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings UnlitPassVertex(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
#if DEPTH_PREPASS_ALPHA_TEST
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
#endif
VertexPositionInputs vertexInput0 = GetVertexPositionInputs(float3(1,1,1));
float objectId = dot(vertexInput0.positionWS, 1);
output.objectId = objectId;
return output;
}
void UnlitPassFragment(
Varyings input
, out half4 outColor : SV_Target0
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if DEPTH_PREPASS_ALPHA_TEST
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
clip(color.a - _Cutoff);
#endif
outColor = input.objectId;
}