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; float pointSize : PSIZE; 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/ParticlePoints/Pass.template")} ${VFXPassFullScreenDebugCommonFragment} ENDHLSL }