Shader "Hidden/HDRP/BlitColorAndDepth" { HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY #pragma multi_compile _ BLIT_SINGLE_SLICE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/BlitColorAndDepth.hlsl" ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } // 0: Color Only Pass { ZWrite Off ZTest Always Blend Off Cull Off Name "ColorOnly" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragColorOnly ENDHLSL } // 1: Color Only and Depth Pass { ZWrite On ZTest Always Blend Off Cull Off Name "ColorAndDepth" HLSLPROGRAM #pragma vertex Vert #pragma fragment FragColorAndDepth ENDHLSL } } Fallback Off }