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

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Shader "Hidden/2D/RenderingLayerMask"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] _ZWrite("ZWrite", Float) = 0
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
}
SubShader
{
ZWrite [_ZWrite]
ZTest Off
Blend Off
Cull Off
Pass
{
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
COMMON_2D_INPUTS
half4 color : COLOR;
UNITY_SKINNED_VERTEX_INPUTS
};
struct Varyings
{
COMMON_2D_OUTPUTS
half4 color : COLOR;
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/2DCommon.hlsl"
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END
Varyings UnlitVertex(Attributes input)
{
UNITY_SKINNED_VERTEX_COMPUTE(input);
SetUpSpriteInstanceProperties();
input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy);
Varyings o = CommonUnlitVertex(input);
o.color = input.color * _Color * unity_SpriteColor;
return o;
}
void UnlitFragment(Varyings input, out uint outRenderingLayers : SV_Target0)
{
half4 color = CommonUnlitFragment(input, input.color);
if (color.a == 0.0f)
discard;
outRenderingLayers = GetMeshRenderingLayer();
}
ENDHLSL
}
}
}