testss
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Shader "Hidden/Universal Render Pipeline/XR/XROcclusionMesh"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma exclude_renderers d3d11_9x gles
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#pragma multi_compile _ XR_OCCLUSION_MESH_COMBINED
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// Not all platforms properly support SV_RenderTargetArrayIndex
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_VULKAN) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_PSSL)
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#define USE_XR_OCCLUSION_MESH_COMBINED XR_OCCLUSION_MESH_COMBINED
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#endif
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struct Attributes
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{
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float4 vertex : POSITION;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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#if USE_XR_OCCLUSION_MESH_COMBINED
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uint rtArrayIndex : SV_RenderTargetArrayIndex;
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#endif
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.vertex = float4(input.vertex.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), UNITY_NEAR_CLIP_VALUE, 1.0f);
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#if USE_XR_OCCLUSION_MESH_COMBINED
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output.rtArrayIndex = input.vertex.z;
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#endif
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return output;
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}
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float4 Frag() : SV_Target
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{
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return (0.0f).xxxx;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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ZWrite On ZTest Always Blend Off Cull Off
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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Fallback Off
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}
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