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60 lines
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Shader "Hidden/Core/LensFlareDataDrivenPreview"
{
// Note: For UI as we don't have command buffer for UI we need to have one shader per usage
// instead of permutation like for rendering
// Keep the order as the same order of SRPLensFlareType
SubShader
{
// Not Inverted
Pass
{
Name "FlarePreviewNotInverted"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
Blend One One
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
ENDHLSL
}
// Inverse
Pass
{
Name "FlarePreviewInverted"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
Blend One One
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#define FLARE_INVERSE_SDF
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
ENDHLSL
}
}
}