Migrate builtin shaders to Unity-like authoring
This commit is contained in:
@@ -1,62 +1,22 @@
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Shader "Builtin Depth Only"
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{
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"name": "Builtin Depth Only",
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"passes": [
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SubShader
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{
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"name": "DepthOnly",
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"tags": {
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"LightMode": "DepthOnly"
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},
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"resources": [
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Pass
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 0,
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"binding": 0,
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"semantic": "PerObject"
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Name "DepthOnly"
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Tags { "LightMode" = "DepthOnly" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "depth-only.vs.hlsl" "depth-only.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "depth-only.vert.glsl" "depth-only.frag.glsl"
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#pragma backend Vulkan GLSL "depth-only.vert.vk.glsl" "depth-only.frag.vk.glsl"
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ENDHLSL
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "depth-only.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "depth-only.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "depth-only.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "depth-only.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "depth-only.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "depth-only.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -1,99 +1,30 @@
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Shader "Builtin Forward Lit"
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{
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"name": "Builtin Forward Lit",
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"properties": [
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Properties
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{
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"name": "_BaseColor",
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"displayName": "Base Color",
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"type": "Color",
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"defaultValue": "(1,1,1,1)",
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"semantic": "BaseColor"
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},
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{
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"name": "_MainTex",
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"displayName": "Base Map",
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"type": "2D",
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"defaultValue": "white",
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"semantic": "BaseColorTexture"
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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],
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"passes": [
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SubShader
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{
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"name": "ForwardLit",
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"tags": {
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"LightMode": "ForwardBase"
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},
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"resources": [
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Pass
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 1,
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"binding": 0,
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"semantic": "PerObject"
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},
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{
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"name": "MaterialConstants",
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"type": "ConstantBuffer",
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"set": 2,
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"binding": 0,
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"semantic": "Material"
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},
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{
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"name": "BaseColorTexture",
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"type": "Texture2D",
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"set": 3,
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"binding": 0,
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"semantic": "BaseColorTexture"
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},
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{
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"name": "LinearClampSampler",
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"type": "Sampler",
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"set": 4,
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"binding": 0,
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"semantic": "LinearClampSampler"
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Name "ForwardLit"
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Tags { "LightMode" = "ForwardBase" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "forward-lit.vs.hlsl" "forward-lit.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "forward-lit.vert.glsl" "forward-lit.frag.glsl"
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#pragma backend Vulkan GLSL "forward-lit.vert.vk.glsl" "forward-lit.frag.vk.glsl"
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ENDHLSL
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -1,62 +1,22 @@
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Shader "Builtin Object Id"
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{
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"name": "Builtin Object Id",
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"passes": [
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SubShader
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{
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"name": "ObjectId",
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"tags": {
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"LightMode": "ObjectId"
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},
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"resources": [
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Pass
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 0,
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"binding": 0,
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"semantic": "PerObject"
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Name "ObjectId"
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Tags { "LightMode" = "ObjectId" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "object-id.vs.hlsl" "object-id.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "object-id.vert.glsl" "object-id.frag.glsl"
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#pragma backend Vulkan GLSL "object-id.vert.vk.glsl" "object-id.frag.vk.glsl"
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ENDHLSL
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "object-id.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "object-id.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "object-id.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "object-id.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "object-id.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "object-id.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -1,62 +1,22 @@
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Shader "Builtin Shadow Caster"
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{
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"name": "Builtin Shadow Caster",
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"passes": [
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SubShader
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{
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"name": "ShadowCaster",
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"tags": {
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"LightMode": "ShadowCaster"
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},
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"resources": [
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Pass
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 0,
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"binding": 0,
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"semantic": "PerObject"
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "shadow-caster.vs.hlsl" "shadow-caster.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "shadow-caster.vert.glsl" "shadow-caster.frag.glsl"
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#pragma backend Vulkan GLSL "shadow-caster.vert.vk.glsl" "shadow-caster.frag.vk.glsl"
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ENDHLSL
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "shadow-caster.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "shadow-caster.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "shadow-caster.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "shadow-caster.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "shadow-caster.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "shadow-caster.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -1,99 +1,30 @@
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Shader "Builtin Unlit"
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{
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"name": "Builtin Unlit",
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"properties": [
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Properties
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{
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"name": "_BaseColor",
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"displayName": "Base Color",
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"type": "Color",
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"defaultValue": "(1,1,1,1)",
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"semantic": "BaseColor"
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},
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{
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"name": "_MainTex",
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"displayName": "Base Map",
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"type": "2D",
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"defaultValue": "white",
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"semantic": "BaseColorTexture"
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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],
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"passes": [
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SubShader
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{
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"name": "Unlit",
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"tags": {
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"LightMode": "Unlit"
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},
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"resources": [
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Pass
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 1,
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"binding": 0,
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"semantic": "PerObject"
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},
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{
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"name": "MaterialConstants",
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"type": "ConstantBuffer",
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"set": 2,
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"binding": 0,
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"semantic": "Material"
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},
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{
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"name": "BaseColorTexture",
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"type": "Texture2D",
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"set": 3,
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"binding": 0,
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"semantic": "BaseColorTexture"
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},
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{
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"name": "LinearClampSampler",
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"type": "Sampler",
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"set": 4,
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"binding": 0,
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"semantic": "LinearClampSampler"
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Name "Unlit"
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Tags { "LightMode" = "Unlit" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "unlit.vs.hlsl" "unlit.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "unlit.vert.glsl" "unlit.frag.glsl"
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#pragma backend Vulkan GLSL "unlit.vert.vk.glsl" "unlit.frag.vk.glsl"
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ENDHLSL
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "unlit.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "unlit.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "unlit.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "unlit.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "unlit.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "unlit.frag.vk.glsl"
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}
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]
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}
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]
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}
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