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[11.x.x] Fixed terrain and speed tree shaders missing XR macros (#2663)…
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… (#3209)

* Fixed terrain and speed tree shaders missing XR macros.

* Fixed speedtreev8 shader issue.
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thomas-zeng committed Mar 2, 2021
1 parent 3e4724f commit ae49df3
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Showing 3 changed files with 7 additions and 0 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -122,6 +122,7 @@ half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target
#endif
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
Expand Down Expand Up @@ -193,6 +194,7 @@ half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target
half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
Expand All @@ -219,6 +221,7 @@ half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
half4 SpeedTree7FragDepthNormal(SpeedTreeVertexDepthNormalOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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Original file line number Diff line number Diff line change
Expand Up @@ -344,6 +344,7 @@ half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
#endif
{
UNITY_SETUP_INSTANCE_ID(input.interpolated);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
Expand Down Expand Up @@ -446,6 +447,7 @@ half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
half4 SpeedTree8FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
Expand Down Expand Up @@ -505,6 +507,7 @@ SpeedTreeVertexDepthNormalOutput SpeedTree8VertDepthNormal(SpeedTreeVertexInput
half4 SpeedTree8FragDepthNormal(SpeedTreeDepthNormalFragmentInput input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input.interpolated);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);

#if !defined(SHADER_QUALITY_LOW)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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Original file line number Diff line number Diff line change
Expand Up @@ -330,6 +330,7 @@ FragmentOutput SplatmapFragment(Varyings IN)
half4 SplatmapFragment(Varyings IN) : SV_TARGET
#endif
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef _ALPHATEST_ON
ClipHoles(IN.uvMainAndLM.xy);
#endif
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