27 lines
1.4 KiB
HLSL
27 lines
1.4 KiB
HLSL
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#ifndef CUSTOM_PASS_RENDERERS_V2
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#define CUSTOM_PASS_RENDERERS_V2
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#define SHADERPASS SHADERPASS_FORWARD_UNLIT
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//-------------------------------------------------------------------------------------
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// Define
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//-------------------------------------------------------------------------------------
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
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float _CustomPassInjectionPoint;
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float _FadeValue;
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#endif // CUSTOM_PASS_RENDERERS_V2
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