Shader "Hidden/HDRP/DebugLocalVolumetricFogAtlas" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE3D(_InputTexture); SAMPLER(sampler_InputTexture); float _Slice; float3 _Offset; float3 _TextureSize; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); return output; } float3 GetUVs(float2 texcoords) { return float3(texcoords * float2(1, _TextureSize.x / _TextureSize.y) * _TextureSize.xy, _Slice) + _Offset; } float4 Color(Varyings input) : SV_Target { float3 uv = GetUVs(input.texcoord.xy); return float4(LOAD_TEXTURE3D_LOD(_InputTexture, uv, 0).rgb, 1); } float4 Alpha(Varyings input) : SV_Target { float3 uv = GetUVs(input.texcoord.xy); return float4(LOAD_TEXTURE3D_LOD(_InputTexture, uv, 0).aaa, 1); } ENDHLSL Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma fragment Color ENDHLSL } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma fragment Alpha ENDHLSL } } Fallback Off }