split into multiple assemblies

This commit is contained in:
2022-11-20 12:52:22 +01:00
parent def03954a0
commit 9fdfafc3eb
373 changed files with 380 additions and 119 deletions

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Shader "Escape Room Engine/Portal"
{
Properties
{
_LeftTex("Left Eye Texture", 2D) = "" {}
_RightTex("Right Eye Texture", 2D) = "" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
// stencil the portal surface to cut it out from the portal frame
Stencil
{
Ref 1
Pass replace
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float4 positionScreen : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _LeftTex, _RightTex;
Varyings vert(Attributes IN)
{
Varyings OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
// calculate the screen position which is used to map the portal texture onto the portal
OUT.positionScreen = ComputeScreenPos(OUT.positionHCS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
const float2 uv = IN.positionScreen.xy / IN.positionScreen.w;
// sample from the correct texture depending on the eye rendered
return unity_StereoEyeIndex == 0 ? tex2D(_LeftTex, uv) : tex2D(_RightTex, uv);
}
ENDHLSL
}
}
}

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