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Shader "Hidden/VertexIdVariableNode"
{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata_custom
{
float4 vertex : POSITION;
uint vertexId : SV_VertexID;
};
struct v2f_custom
{
float4 pos : SV_POSITION;
half vertexId : TEXCOORD0;
};
v2f_custom vert( appdata_custom v )
{
v2f_custom o;
o.pos = UnityObjectToClipPos (v.vertex);
o.vertexId = v.vertexId;
return o;
}
float4 frag( v2f_custom i ) : SV_Target
{
return i.vertexId;
}
ENDCG
}
}
}