TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Shaders/Debug/ProbeVolumeFragmentationDeb...

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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
}