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- Shader "Hidden/Universal Render Pipeline/Stop NaN"
- {
- Properties
- {
- _MainTex("Source", 2D) = "white" {}
- }
- HLSLINCLUDE
- #pragma exclude_renderers gles
- #pragma target 3.5
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
- #define NAN_COLOR half3(0.0, 0.0, 0.0)
- TEXTURE2D_X(_MainTex);
- half4 Frag(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- half3 color = SAMPLE_TEXTURE2D_X(_MainTex, sampler_PointClamp, UnityStereoTransformScreenSpaceTex(input.uv)).xyz;
- if (AnyIsNaN(color) || AnyIsInf(color))
- color = NAN_COLOR;
- return half4(color, 1.0);
- }
- ENDHLSL
- SubShader
- {
- Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
- LOD 100
- ZTest Always ZWrite Off Cull Off
- Pass
- {
- Name "Stop NaN"
- HLSLPROGRAM
- #pragma vertex Vert
- #pragma fragment Frag
- ENDHLSL
- }
- }
- }
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