Shader "Hidden/HDRP/GPUInlineDebugDrawer" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } // WS Pass { Name "LineWSNoDepthTest" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawer.hlsl" #define GPU_INLINE_DEBUG_DRAWER_WS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawerCommon.hlsl" ENDHLSL } // CS Pass { Name "LineCSNoDepthTest" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawerCommon.hlsl" ENDHLSL } // CS Pass { Name "PlotRingBufferPass" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma target 5.0 #pragma vertex vertPlotRingBuffer #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/GPUInlineDebugDrawerCommon.hlsl" ENDHLSL } } }