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{
SubShader
{
HLSLINCLUDE
#define mainTexture baseColorMap
ENDHLSL
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXInclude("Shaders/ParticleHexahedron/PassSelection.template")}
${VFXIncludeRP("Templates/HDRPDecal/PassDBuffer.template")}
${VFXIncludeRP("Templates/HDRPDecal/PassForwardEmissive.template"), NEEDS_FORWARD_EMISSIVE_PASS}
}
}