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| Shader "HHF/Other/SimpleChecker" { Properties { [Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull Mode", int) = 0 _Color("Color",Color) = (1,1,1,1) _Repeat("Repeat",float) = 150 }
SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "RenderType"="Opaque" } Cull [_Cull]
Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct a2v { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; };
CBUFFER_START(UnityPerMaterial) half _Repeat; half4 _Color; CBUFFER_END
v2f vert (a2v v) { v2f o; o.pos = TransformObjectToHClip(v.vertex); o.uv = v.uv * _Repeat; return o; }
half4 frag (v2f i) : SV_Target { half4 c; float2 uv = floor(i.uv * 2) * 0.5; float checker = frac(uv.x + uv.y) * 2;
c = checker * _Color; return c; } ENDHLSL } }
SubShader { Tags { "RenderType"="Opaque" } Cull [_Cull]
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc"
struct a2v { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; };
half _Repeat; half4 _Color;
v2f vert (a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv * _Repeat; return o; }
fixed4 frag (v2f i) : SV_Target { half4 c; float2 uv = floor(i.uv * 2) * 0.5; float checker = frac(uv.x + uv.y) * 2;
c = checker * _Color; return c; } ENDCG } }
Fallback "Diffuse" }
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