Shader "Hidden/Core/ProbeVolumeFragmentationDebug" { SubShader { Tags { "Queue" = "Transparent" } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma target 4.5 #pragma editor_sync_compilation #pragma vertex Vert #pragma fragment Frag float GetCurrentExposureMultiplier() { return 1; } #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_FRAGMENTATION #include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugFunctions.hlsl" ENDHLSL } } Fallback Off }