42 lines
1.4 KiB
Plaintext
42 lines
1.4 KiB
Plaintext
Shader "Hidden/Core/ProbeVolumeFragmentationDebug"
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{
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Pass
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{
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ZWrite On
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma vertex Vert
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#pragma fragment Frag
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float GetCurrentExposureMultiplier()
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{
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return 1;
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}
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl"
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#define PROBE_VOLUME_DEBUG_FUNCTION_FRAGMENTATION
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#include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugFunctions.hlsl"
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ENDHLSL
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}
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}
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Fallback Off
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}
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