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

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Shader "Hidden/HDRP/ProbeVolumeOffsetDebug"
{
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;
}
#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_OFFSET
#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
}
}
}