{ SubShader { HLSLINCLUDE #define mainTexture baseColorMap ENDHLSL ${VFXInclude("Shaders/VFXParticleHeader.template")} ${VFXInclude("Shaders/ParticleHexahedron/PassSelection.template")} ${VFXIncludeRP("Templates/HDRPDecal/PassDBuffer.template")} ${VFXIncludeRP("Templates/HDRPDecal/PassForwardEmissive.template"), NEEDS_FORWARD_EMISSIVE_PASS} } }