Pass { Name "FullScreenDebug" Tags{ "LightMode" = "FullScreenDebug" } HLSLPROGRAM #pragma target 4.5 #define DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl" struct ps_input { float4 pos : SV_POSITION; #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : TEXCOORD1; #endif #if VFX_SHADERGRAPH_HAS_UV2 float4 uv2 : TEXCOORD2; #endif #if VFX_SHADERGRAPH_HAS_UV3 float4 uv3 : TEXCOORD3; #endif #if VFX_SHADERGRAPH_HAS_COLOR float4 vertexColor : COLOR; #endif ${VFXAdditionalInterpolantsDeclaration} UNITY_VERTEX_OUTPUT_STEREO VFX_VERTEX_OUTPUT_INSTANCE_INDEX }; #define VFX_VARYING_PS_INPUTS ps_input #define VFX_VARYING_POSCS pos ${VFXBegin:VFXVertexAdditionalProcess} ${VFXPassFullScreenDebugCommonVertex} ${VFXEnd} ${VFXInclude("Shaders/ParticleMeshes/Pass.template")} ${VFXPassFullScreenDebugCommonFragment} ENDHLSL }