Shader "Hidden/Core/ProbeVolumeDebug" { SubShader { Tags{ "RenderType" = "Opaque" } LOD 100 HLSLINCLUDE #pragma editor_sync_compilation #pragma target 4.5 #pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 float GetCurrentExposureMultiplier() { return 1; } // Central render pipeline specific includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl" #define PROBE_VOLUME_DEBUG_FUNCTION_MAIN #include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugFunctions.hlsl" ENDHLSL Pass { Name "ForwardOnly" ZTest LEqual ZWrite On HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing ENDHLSL } } }