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Merge from 'develop' into 'main' for CLOiSim-4.4.0 (#274)
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Assets/Resources/RenderPipelines/SegmentationRenderer.asset
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Assets/Resources/RenderPipelines/SegmentationRenderer.asset.meta
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Shader "Sensor/Segmentation" | ||
{ | ||
Properties | ||
{ | ||
_SegmentationColor ("Segmentation Color", Color) = (1, 1, 1, 1) | ||
_SegmentationClassId ("Segmentation Class ID Value in 16bits", Color) = (0, 0, 0, 1) | ||
_DisableColor ("Disable Color output", int) = 0 | ||
_Hide ("Hide this label", int) = 0 | ||
} | ||
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||
SubShader | ||
{ | ||
Tags { | ||
"RenderType" = "Opaque" | ||
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||
Pass | ||
{ | ||
Name "Segmentation" | ||
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||
|
||
HLSLPROGRAM | ||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | ||
|
||
#pragma vertex vert | ||
#pragma fragment frag | ||
|
||
CBUFFER_START(UnityPerMaterial) | ||
half4 _SegmentationColor; | ||
half4 _SegmentationClassId; | ||
int _DisableColor; | ||
int _Hide; | ||
CBUFFER_END | ||
|
||
struct Attributes | ||
{ | ||
float4 positionOS : POSITION; | ||
}; | ||
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||
struct Varyings | ||
{ | ||
float4 positionCS : SV_POSITION; | ||
half4 color : COLOR; | ||
}; | ||
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||
Varyings vert(Attributes input) | ||
{ | ||
Varyings output = (Varyings)0; | ||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); | ||
output.positionCS = vertexInput.positionCS; | ||
|
||
half4 output_color = half4(0, 0, 0, 1); | ||
if (_Hide == 0) | ||
{ | ||
output_color = (_DisableColor == 0)? _SegmentationColor : _SegmentationClassId; | ||
} | ||
output.color = output_color; | ||
return output; | ||
} | ||
|
||
half4 frag(Varyings i) : SV_Target | ||
{ | ||
half4 output_color = half4(0, 0, 0, 1); | ||
if (_Hide == 0) | ||
{ | ||
output_color = (_DisableColor == 0)? _SegmentationColor : _SegmentationClassId; | ||
} | ||
return output_color; | ||
} | ||
ENDHLSL | ||
} | ||
} | ||
} |
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