Unity 2021.3.22f1
Синтаксис:
Используется csharp
Shader "Custom/SteamVR_ColorOut" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always
ZWrite Off
Cull Off
Fog {
Mode Off
GpuProgramID 50971
Program "vp" {
SubProgram "d3d11 " {
"vs_4_0
#version 330
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_explicit_uniform_location : require
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
#if HLSLCC_ENABLE_UNIFORM_BUFFERS
#define UNITY_UNIFORM
#else
#define UNITY_UNIFORM uniform
#endif
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
layout(std140) uniform UnityPerDraw {
mat4x4 unity_ObjectToWorld;
vec4 unused_0_1[6];
};
layout(std140) uniform UnityPerFrame {
vec4 unused_1_0[17];
mat4x4 unity_MatrixVP;
vec4 unused_1_2[2];
};
in vec4 in_POSITION0;
in vec4 in_TEXCOORD0;
out vec2 vs_TEXCOORD0;
vec4 u_xlat0;
vec4 u_xlat1;
void main()
{
u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
return;
}"
}
}
Program "fp" {
SubProgram "d3d11 " {
"ps_4_0
#version 330
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_explicit_uniform_location : require
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
#if UNITY_SUPPORTS_UNIFORM_LOCATION
#define UNITY_LOCATION(x) layout(location = x)
#define UNITY_BINDING(x) layout(binding = x, std140)
#else
#define UNITY_LOCATION(x)
#define UNITY_BINDING(x) layout(std140)
#endif
uniform sampler2D _MainTex;
in vec2 vs_TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
vec4 u_xlat0;
void main()
{
u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
SV_Target0.xyz = u_xlat0.xyz;
SV_Target0.w = 1.0;
return;
}"
}
}
}
}
}