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Full source <URP>/Shaders/Utils/FallbackError.shader ShaderLab / HLSL 68 lines 10 symbols 3 includes Hide source Show source
FallbackError.shader <URP>/Shaders/Utils/FallbackError.shader
Language
ShaderLab / HLSL
Lines
68
Symbols
10
Includes
3
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<URP>/Shaders/Utils/FallbackError.shader full source

Shader "Hidden/Universal Render Pipeline/FallbackError"
{
    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "IgnoreProjector" = "True"
            "ShaderModel" = "4.5"
        }

        Pass
        {
            HLSLPROGRAM
            #pragma target 4.5
            #pragma editor_sync_compilation

            // -------------------------------------
            // Shader Stages
            #pragma vertex vert
            #pragma fragment frag

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON

            //--------------------------------------
            // GPU Instancing
            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

            // -------------------------------------
            // Includes
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"

            struct appdata_t
            {
                float4 vertex : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert (appdata_t v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                o.vertex = TransformObjectToHClip(v.vertex.xyz);
                return o;
            }

            float4 frag (v2f i) : SV_Target
            {
                return float4(1,0,1,1);
            }
            ENDHLSL
        }
    }

    Fallback "Hidden/Core/FallbackError"
}