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add tag on all shader (#5839)
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* add tag on all shader

* fix compilation
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sebastienlagarde committed Sep 30, 2021
1 parent 9b21996 commit 1731499
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Showing 49 changed files with 70 additions and 19 deletions.
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Expand Up @@ -291,6 +291,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// For cubemap
Pass
{
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Expand Up @@ -23,7 +23,7 @@ Shader "Hidden/SRP_Core/TextureCombiner"
}
SubShader
{
Tags { "RenderType"="Opaque" }
Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" }
LOD 100

Pass
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Expand Up @@ -36,6 +36,8 @@ Shader "Hidden/HD PostProcessing/Editor/CurveBackground"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }

Cull Off ZWrite Off ZTest Always

// (0) Hue
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Expand Up @@ -93,6 +93,7 @@ Shader "Hidden/HD PostProcessing/Editor/Custom Tonemapper Curve"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off ZWrite Off ZTest Always

// (0) Dark skin
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Expand Up @@ -63,6 +63,7 @@ Shader "Hidden/HD PostProcessing/Editor/Shadows Midtones Highlights Curve"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off ZWrite Off ZTest Always

// (0) Dark skin
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Expand Up @@ -93,6 +93,7 @@ Shader "Hidden/HD PostProcessing/Editor/Trackball"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off ZWrite Off ZTest Always

// (0) Dark skin
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Expand Up @@ -62,6 +62,7 @@ Shader "Hidden/Shader/#SCRIPTNAME#"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "#NAME#"
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Expand Up @@ -54,6 +54,7 @@ Shader "FullScreen/#SCRIPTNAME#"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Custom Pass 0"
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Expand Up @@ -24,6 +24,7 @@ Shader "Renderers/#SCRIPTNAME#"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "FirstPass"
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Expand Up @@ -5,6 +5,7 @@ Shader "Hidden/GUITextureBlit2SRGB" {
_Color("Multiplicative color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader {
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass {
ZTest Always Cull Off ZWrite Off

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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Back

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Back

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Back

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXInclude("Shaders/ParticleLines/PassSelection.template")}
${VFXInclude("Shaders/ParticleLines/PassDepth.template"),IS_OPAQUE_PARTICLE}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXInclude("Shaders/ParticleLinesSW/PassSelection.template")}
${VFXInclude("Shaders/ParticleLinesSW/PassDepth.template"),IS_OPAQUE_PARTICLE}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Back

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXIncludeRP("Templates/Mesh/PassSelection.template")}
${VFXIncludeRP("Templates/Mesh/PassDepth.template"),IS_OPAQUE_PARTICLE}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXInclude("Shaders/ParticleMeshes/PassSelection.template")}
${VFXInclude("Shaders/ParticleMeshes/PassDepth.template"),IS_OPAQUE_PARTICLE}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off

${VFXInclude("Shaders/VFXParticleHeader.template")}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXInclude("Shaders/ParticlePoints/PassSelection.template")}
${VFXInclude("Shaders/ParticlePoints/PassDepth.template"),IS_OPAQUE_PARTICLE}
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@@ -1,6 +1,7 @@
{
SubShader
{
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off

${VFXInclude("Shaders/VFXParticleHeader.template")}
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Expand Up @@ -51,6 +51,7 @@ Shader "Hidden/Shader/AlphaInjection"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "AlphaInjection"
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Expand Up @@ -105,6 +105,7 @@ Shader "Hidden/Shader/ChromaKeying"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "ChromaKeying"
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Expand Up @@ -2,6 +2,7 @@ Shader "Hidden/SRP/BlitCubeTextureFace"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// Cubemap blit. Takes a face index.
Pass
{
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Expand Up @@ -7,7 +7,7 @@ SubShader {




Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
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Expand Up @@ -9,6 +9,7 @@ Shader "Hidden/HDRP/DebugLightVolumes"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Back
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Expand Up @@ -51,6 +51,7 @@ Shader "Hidden/DebugVTBlit"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// No culling or depth
Cull Off
ZWrite Off
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Expand Up @@ -2,6 +2,7 @@ Shader "Hidden/HDRP/MaterialError"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
HLSLPROGRAM
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Expand Up @@ -114,6 +114,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: NOMSAA
Pass
{
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Expand Up @@ -37,6 +37,7 @@ Shader "Hidden/ScriptableRenderPipeline/DebugDisplayHDShadowMap"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "RegularShadow"
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Expand Up @@ -10,6 +10,7 @@ Shader "Hidden/ScriptableRenderPipeline/ShadowBlit"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "BlitShadows"
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Expand Up @@ -9,6 +9,7 @@ Shader "Hidden/ScriptableRenderPipeline/ShadowClear"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "ClearShadow"
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Expand Up @@ -54,6 +54,7 @@ Shader "Hidden/CoreResources/FilterAreaLightCookies"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// Simple copy to mip 0
Pass
{
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Expand Up @@ -1034,6 +1034,7 @@ Shader "HDRP/LayeredLit"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "IndirectDXR"
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Expand Up @@ -1075,8 +1075,9 @@ Shader "HDRP/LayeredLitTessellation"
}
}

SubShader
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "IndirectDXR"
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Expand Up @@ -7,7 +7,7 @@ Shader "Hidden/HDRP/TerrainLit_BasemapGen"

SubShader
{
Tags { "SplatCount" = "8" }
Tags { "RenderPipeline" = "HDRenderPipeline" "SplatCount" = "8" }

HLSLINCLUDE

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Expand Up @@ -2,6 +2,8 @@ Shader "Hidden/HDRP/LensFlareDataDriven"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }

// Additive
Pass
{
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Expand Up @@ -13,8 +13,10 @@ Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing"

ENDHLSL

SubShader
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }

Cull Off ZWrite Off ZTest Always

// Edge detection
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Expand Up @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/DebugLightCluster"
{
SubShader
{
Tags { "Queue"="Transparent+0" "IgnoreProjector"="True" "RenderType"="Transparent" }
Tags { "RenderPipeline" = "HDRenderPipeline" "Queue"="Transparent+0" "IgnoreProjector"="True" "RenderType"="Transparent" }

HLSLINCLUDE
#pragma only_renderers d3d11 ps5
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Expand Up @@ -34,6 +34,8 @@ Shader "Hidden/HDRP/CustomPassRenderersUtils"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }

Pass
{
Name "DepthToColorPass"
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Expand Up @@ -101,6 +101,8 @@ Shader "Hidden/HDRP/CustomPassUtils"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }

Pass
{
Name "Copy"
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@@ -1,6 +1,8 @@
// Note: This shader is supposed to be removed at some point when Graphics.ConvertTexture can take a RenderTexture as a destination (it's only used by sky manager for now).
Shader "Hidden/BlitCubemap" {
SubShader {

Tags{ "RenderPipeline" = "HDRenderPipeline" }
// Cubemap blit. Takes a face index.
Pass {
ZTest Always Cull Off ZWrite Off
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Expand Up @@ -57,6 +57,7 @@ Shader "Hidden/HDRP/Sky/CloudLayer"

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
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