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March 16, 2021 09:53
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Unity Shader Difference
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Unity 2017 | |
////////////////////////////////////////// | |
// | |
// NOTE: This is *not* a valid shader file | |
// | |
/////////////////////////////////////////// | |
Shader "Test/Color17" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
LOD 100 | |
Tags { "RenderType" = "Opaque" } | |
Pass { | |
LOD 100 | |
Tags { "RenderType" = "Opaque" } | |
GpuProgramID 6025 | |
Program "vp" { | |
SubProgram "gles " { | |
"#version 100 | |
#ifdef VERTEX | |
attribute vec4 _glesVertex; | |
uniform highp mat4 unity_ObjectToWorld; | |
uniform highp mat4 unity_MatrixVP; | |
void main () | |
{ | |
highp vec4 tmpvar_1; | |
tmpvar_1.w = 1.0; | |
tmpvar_1.xyz = _glesVertex.xyz; | |
gl_Position = (unity_MatrixVP * (unity_ObjectToWorld * tmpvar_1)); | |
} | |
#endif | |
#ifdef FRAGMENT | |
uniform lowp vec4 _Color; | |
void main () | |
{ | |
lowp vec4 col_1; | |
col_1.xyz = _Color.xyz; | |
col_1.w = 1.0; | |
gl_FragData[0] = col_1; | |
} | |
#endif | |
" | |
} | |
SubProgram "gles3 " { | |
"#ifdef VERTEX | |
#version 300 es | |
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; | |
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; | |
in highp vec4 in_POSITION0; | |
vec4 u_xlat0; | |
vec4 u_xlat1; | |
void main() | |
{ | |
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; | |
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; | |
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; | |
gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; | |
return; | |
} | |
#endif | |
#ifdef FRAGMENT | |
#version 300 es | |
precision highp int; | |
uniform mediump vec4 _Color; | |
layout(location = 0) out mediump vec4 SV_Target0; | |
void main() | |
{ | |
SV_Target0.xyz = _Color.xyz; | |
SV_Target0.w = 1.0; | |
return; | |
} | |
#endif | |
" | |
} | |
} | |
Program "fp" { | |
SubProgram "gles " { | |
"" | |
} | |
SubProgram "gles3 " { | |
"" | |
} | |
} | |
} | |
} | |
} |
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Unity 2019 | |
////////////////////////////////////////// | |
// | |
// NOTE: This is *not* a valid shader file | |
// | |
/////////////////////////////////////////// | |
Shader "Test/Color17" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
} | |
SubShader { | |
LOD 100 | |
Tags { "RenderType" = "Opaque" } | |
Pass { | |
LOD 100 | |
Tags { "RenderType" = "Opaque" } | |
GpuProgramID 10470 | |
Program "vp" { | |
SubProgram "gles " { | |
"#ifdef VERTEX | |
#version 100 | |
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; | |
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; | |
attribute highp vec4 in_POSITION0; | |
vec4 u_xlat0; | |
vec4 u_xlat1; | |
void main() | |
{ | |
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; | |
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; | |
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; | |
gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; | |
return; | |
} | |
#endif | |
#ifdef FRAGMENT | |
#version 100 | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
precision highp int; | |
uniform mediump vec4 _Color; | |
#define SV_Target0 gl_FragData[0] | |
void main() | |
{ | |
SV_Target0.xyz = _Color.xyz; | |
SV_Target0.w = 1.0; | |
return; | |
} | |
#endif | |
" | |
} | |
SubProgram "gles3 " { | |
"#ifdef VERTEX | |
#version 300 es | |
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 | |
#if HLSLCC_ENABLE_UNIFORM_BUFFERS | |
#define UNITY_UNIFORM | |
#else | |
#define UNITY_UNIFORM uniform | |
#endif | |
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1 | |
#if UNITY_SUPPORTS_UNIFORM_LOCATION | |
#define UNITY_LOCATION(x) layout(location = x) | |
#define UNITY_BINDING(x) layout(binding = x, std140) | |
#else | |
#define UNITY_LOCATION(x) | |
#define UNITY_BINDING(x) layout(std140) | |
#endif | |
uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; | |
uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; | |
in highp vec4 in_POSITION0; | |
vec4 u_xlat0; | |
vec4 u_xlat1; | |
void main() | |
{ | |
u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; | |
u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; | |
u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; | |
u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; | |
u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; | |
gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; | |
return; | |
} | |
#endif | |
#ifdef FRAGMENT | |
#version 300 es | |
precision highp float; | |
precision highp int; | |
#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 | |
#if HLSLCC_ENABLE_UNIFORM_BUFFERS | |
#define UNITY_UNIFORM | |
#else | |
#define UNITY_UNIFORM uniform | |
#endif | |
#define UNITY_SUPPORTS_UNIFORM_LOCATION 1 | |
#if UNITY_SUPPORTS_UNIFORM_LOCATION | |
#define UNITY_LOCATION(x) layout(location = x) | |
#define UNITY_BINDING(x) layout(binding = x, std140) | |
#else | |
#define UNITY_LOCATION(x) | |
#define UNITY_BINDING(x) layout(std140) | |
#endif | |
uniform mediump vec4 _Color; | |
layout(location = 0) out mediump vec4 SV_Target0; | |
void main() | |
{ | |
SV_Target0.xyz = _Color.xyz; | |
SV_Target0.w = 1.0; | |
return; | |
} | |
#endif | |
" | |
} | |
} | |
Program "fp" { | |
SubProgram "gles " { | |
"" | |
} | |
SubProgram "gles3 " { | |
"" | |
} | |
} | |
} | |
} | |
} |
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