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2026-11-01 23:39:55 +02:00

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Shader "Hidden/ColbyO/VNTG/UnlitWhite"
{
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" "InteractionNormalPass" = "Enabled"}
Pass
{
ZTest LEqual
ZWrite On
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 posOS : POSITION;
float3 normalOS : NORMAL;
};
struct Varyings
{
float4 posCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
};
struct FragmentOutput {
float4 mask : SV_Target0;
float4 normal : SV_Target1;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.posCS = TransformObjectToHClip(IN.posOS.xyz);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
return OUT;
}
FragmentOutput frag(Varyings IN) : SV_Target
{
FragmentOutput output;
output.mask = float4(1, 1, 1, 1);
float3 normal = normalize(IN.normalWS);
output.normal = float4(normal * 0.5 + 0.5, 1.0);
return output;
}
ENDHLSL
}
}
}