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Shader "LeapMotion/GraphicRenderer/Testing/Unlit/Dynamic" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Geometry" "RenderType"="Opaque" }
Cull Off
Pass {
CGPROGRAM
#pragma target 5.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ GRAPHIC_RENDERER_CYLINDRICAL GRAPHIC_RENDERER_SPHERICAL
#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_NORMALS
#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_0
#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_1
#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_UV_2
#pragma shader_feature _ GRAPHIC_RENDERER_VERTEX_COLORS
#pragma shader_feature _ GRAPHIC_RENDERER_TINTING
#pragma shader_feature _ GRAPHIC_RENDERER_BLEND_SHAPES
#include "Assets/LeapMotion/Modules/GraphicRenderer/Resources/DynamicRenderer.cginc"
#include "UnityCG.cginc"
sampler2D _MainTex;
RWStructuredBuffer<float3> _FinalVertexPositions : register(u1);
struct appdata_graphic_dynamic_testing {
float4 vertex : POSITION;
uint id : SV_VertexID;
#ifdef GRAPHIC_RENDERER_VERTEX_NORMALS
float3 normal : NORMAL;
#endif
#ifdef GRAPHICS_HAVE_ID
float4 vertInfo : TANGENT;
#endif
#ifdef GRAPHIC_RENDERER_VERTEX_UV_0
float4 texcoord : TEXCOORD0;
#endif
#ifdef GRAPHIC_RENDERER_VERTEX_UV_1
float4 texcoord1 : TEXCOORD1;
#endif
#ifdef GRAPHIC_RENDERER_VERTEX_UV_2
float4 texcoord2 : TEXCOORD2;
#endif
#ifdef GRAPHIC_RENDERER_VERTEX_UV_3
float4 texcoord3 : TEXCOORD3;
#endif
#ifdef GRAPHIC_RENDERER_VERTEX_COLORS
float4 color : COLOR;
#endif
};
v2f_graphic_dynamic vert (appdata_graphic_dynamic_testing v) {
BEGIN_V2F(v);
v2f_graphic_dynamic o;
APPLY_DYNAMIC_GRAPHICS(v, o);
#ifdef GRAPHICS_NEED_ANCHOR_SPACE
float4 worldPos = v.vertex;
#else
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
#endif
_FinalVertexPositions[v.id] = worldPos;
return o;
}
fixed4 frag (v2f_graphic_dynamic i) : SV_Target {
return fixed4(0, 1, 0, 1);
}
ENDCG
}
}
}