#ifndef SHADERPASS #error Undefine_SHADERPASS #endif #define ATTRIBUTES_NEED_TEXCOORD0 #if defined(DEBUG_DISPLAY) || (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) // For the meta pass with emissive we require UV1 and/or UV2 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #endif #ifdef EDITOR_VISUALIZATION #define ATTRIBUTES_NEED_TEXCOORD3 #endif #if defined(_ENABLE_FOG_ON_TRANSPARENT) || (SHADERPASS == SHADERPASS_MOTION_VECTORS) #define VARYINGS_NEED_POSITION_WS #endif #define VARYINGS_NEED_TEXCOORD0 #if (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) #ifdef ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD1 #endif #ifdef ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD2 #endif #ifdef ATTRIBUTES_NEED_TEXCOORD3 #define VARYINGS_NEED_TEXCOORD3 #endif #endif // This include will define the various Attributes/Varyings structure #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl"