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