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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
}