forked from BilalY/Rasagar
39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
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Shader "Hidden/Core/ProbeVolumeOffsetDebug"
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{
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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LOD 100
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HLSLINCLUDE
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#pragma editor_sync_compilation
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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// Central render pipeline specific includes
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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.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl"
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#define PROBE_VOLUME_DEBUG_FUNCTION_OFFSET
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#include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugFunctions.hlsl"
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ENDHLSL
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Pass
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{
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Name "ForwardOnly"
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ZTest LEqual
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ZWrite On
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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ENDHLSL
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}
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}
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}
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