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@Tunied
Last active November 22, 2022 13:29
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Check the video for more explain https://youtu.be/aMEu6FcdxFQ
Shader "Eran/DrawProceduralIndirect/Basic"
{
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry"
}
Pass
{
Name "Dev01"
Cull Off
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex v2f
#pragma fragment frag
#pragma target 5.0
StructuredBuffer<float3> VertexDataArray;
// Structs
struct V2F_Input
{
uint vertexID : SV_VertexID;
};
struct V2F_Output
{
float4 positionCS : SV_POSITION;
};
// Vertex Shader
V2F_Output v2f(uint vertexID : SV_VertexID)
{
V2F_Output OUT;
const VertexPositionInputs posGroup = GetVertexPositionInputs(VertexDataArray[vertexID]);
OUT.positionCS = posGroup.positionCS;
return OUT;
}
// Fragment Shader
half4 frag(V2F_Output IN) : SV_Target
{
return half4(0.6, 0.3, 0.4, 1);
}
ENDHLSL
}
}
}
@besteon
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besteon commented Nov 22, 2022

Can you post the full shader code?

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