non-VR portal rendering
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55
Assets/Escape Room Engine/Portal/PortalShader.shader
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55
Assets/Escape Room Engine/Portal/PortalShader.shader
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Shader "Escape Room Engine/Portal"
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{
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Properties
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{
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_MainTex("Portal Texture", 2D) = "" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "Queue" = "Geometry" }
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Pass
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{
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// stencil the portal surface to cut it out from the portal frame
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Stencil
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{
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Ref 1
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Pass replace
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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uniform sampler2D _MainTex;
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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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float4 screen : TEXCOORD0;
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};
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.vertex = TransformObjectToHClip(IN.vertex.xyz);
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OUT.screen = ComputeScreenPos(OUT.vertex);
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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return tex2D(_MainTex, IN.screen.xy / IN.screen.w);
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}
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ENDHLSL
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}
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}
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}
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