Migrate builtin shaders to Unity-like authoring
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@@ -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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