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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef CUSTOMPASSINJECTIONPOINT_CS_HLSL
#define CUSTOMPASSINJECTIONPOINT_CS_HLSL
//
// UnityEngine.Rendering.HighDefinition.CustomPassInjectionPoint: static fields
//
#define CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING (0)
#define CUSTOMPASSINJECTIONPOINT_AFTER_OPAQUE_DEPTH_AND_NORMAL (5)
#define CUSTOMPASSINJECTIONPOINT_AFTER_OPAQUE_COLOR (7)
#define CUSTOMPASSINJECTIONPOINT_AFTER_OPAQUE_AND_SKY (6)
#define CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION (4)
#define CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT (1)
#define CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS (2)
#define CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS (3)
#endif