Pass { $splice(PassName) Tags { $splice(LightMode) } // Render State $splice(RenderState) // Debug $splice(Debug) // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas $splice(PassPragmas) // #pragma enable_d3d11_debug_symbols // Keywords $splice(PassKeywords) $splice(GraphKeywords) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" $splice(GraphDefines) // Includes $splice(PreGraphIncludes) // -------------------------------------------------- // Structs and Packing $splice(PassStructs) // -------------------------------------------------- // Graph // Graph Properties $splice(GraphProperties) // Graph Includes $splice(GraphIncludes) // Graph Functions $splice(GraphFunctions) // Graph Pixel $splice(GraphPixel) // -------------------------------------------------- // Build Graph Inputs // Graph Pixel $features.graphPixel: $include("Pixel.template.hlsl") // -------------------------------------------------- // Build Surface Data void GetVolumeData(FragInputs fragInputs, float3 V, out float3 scatteringColor, out float density) { SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); scatteringColor = surfaceDescription.BaseColor; density = surfaceDescription.Alpha; } // -------------------------------------------------- // Main $splice(PostGraphIncludes) ENDHLSL }