Shader "Hidden/HDRP/LensFlareDataDriven" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } // Additive Pass { Name "LensFlareAdditive" 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 #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #pragma multi_compile _ FLARE_HAS_OCCLUSION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #define HDRP_FLARE #define FLARE_ADDITIVE_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Screen Pass { Name "LensFlareScreen" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One OneMinusSrcColor BlendOp Max 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 #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #pragma multi_compile _ FLARE_HAS_OCCLUSION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #define HDRP_FLARE #define FLARE_SCREEN_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Premultiply Pass { Name "LensFlarePremultiply" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One OneMinusSrcAlpha ColorMask RGB 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 #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #pragma multi_compile _ FLARE_HAS_OCCLUSION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #define HDRP_FLARE #define FLARE_PREMULTIPLIED_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Lerp Pass { Name "LensFlareLerp" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB 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 #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #pragma multi_compile _ FLARE_HAS_OCCLUSION #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #define HDRP_FLARE #define FLARE_LERP_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // OcclusionOnly Pass { Name "LensFlareOcclusion" Blend Off Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma target 5.0 #pragma vertex vertOcclusion #pragma fragment fragOcclusion #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #define HDRP_FLARE #define FLARE_COMPUTE_OCCLUSION #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } } }