VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.core/Shaders/URP UI Prerendered Opaque.shader
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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Shader "URP/UI/Prerendered Opaque"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_AlphaToMask("AlphaToMask", Int) = 0
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "12.1" // 2021.3+
}
Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
Pass
{
ZWrite On
Blend One Zero, Zero Zero
AlphaToMask [_AlphaToMask]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ WITH_CLIP
#pragma multi_compile _ EXPENSIVE
#pragma multi_compile _ ALPHA_TO_MASK
#define ALPHA_SQUARED 0
#define ALPHA_BLEND 0
#include "UIPrerendered.hlsl"
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags{ "LightMode" = "MotionVectors" "RenderPipeline" = "UniversalPipeline"}
ZWrite On
HLSLPROGRAM
#pragma vertex mv_vert
#pragma fragment mv_frag
#pragma multi_compile _ WITH_CLIP
#pragma multi_compile _ EXPENSIVE
#pragma multi_compile _ ALPHA_TO_MASK
#define ALPHA_SQUARED 0
#define MOTION_VECTORS 1
#include "UIPrerendered.hlsl"
ENDHLSL
}
Pass
{
Name "XRMotionVectors"
Tags{ "LightMode" = "XRMotionVectors" "RenderPipeline" = "UniversalPipeline"}
ZWrite On
HLSLPROGRAM
#pragma vertex mv_vert
#pragma fragment mv_frag
#pragma multi_compile _ WITH_CLIP
#pragma multi_compile _ EXPENSIVE
#pragma multi_compile _ ALPHA_TO_MASK
#define ALPHA_SQUARED 0
#define MOTION_VECTORS 1
#include "UIPrerendered.hlsl"
ENDHLSL
}
}
FallBack "UI/Prerendered Opaque"
}