#include "stereokit.hlsli" //--name = sk/unlit_clip //--color:color = 1, 1, 1, 1 //--diffuse = white //--cutoff = 0.01 float4 color; float cutoff; Texture2D diffuse : register(t0); SamplerState diffuse_s : register(s0); struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR0; uint view_id : SV_RenderTargetArrayIndex; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz; o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); o.uv = input.uv; o.color = input.col * color * sk_inst[id].color; return o; } float4 ps(psIn input) : SV_TARGET { float4 col = diffuse.Sample(diffuse_s, input.uv); if (col.a < cutoff) discard; col = col * input.color; return col; }