chunk 1: core gameplay scripts scenes runtime assets

This commit is contained in:
2026-04-06 11:02:34 +03:00
parent fa0388bc79
commit 0d11a097d8
703 changed files with 2292651 additions and 0 deletions

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Shader "Hidden/DownsampleDepth"
{
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "DownsampleDepth"
ZTest Always
ZWrite Off
Cull Off
Blend Off
ColorMask R
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#pragma target 4.5
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
float Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 depths = GATHER_RED_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.texcoord);
float minDepth = Min3(depths.x, depths.y, min(depths.z, depths.w));
float maxDepth = Max3(depths.x, depths.y, max(depths.z, depths.w));
return (uint(input.positionCS.x + input.positionCS.y) & 1) > 0 ? minDepth : maxDepth;
}
ENDHLSL
}
}
Fallback Off
}