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48 lines
1.2 KiB
48 lines
1.2 KiB
Pass
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{
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Name "FullScreenDebug"
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Tags{ "LightMode" = "FullScreenDebug" }
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HLSLPROGRAM
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#pragma target 4.5
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#define DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"
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struct ps_input
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{
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float4 pos : SV_POSITION;
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#if VFX_SHADERGRAPH_HAS_UV1
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float4 uv1 : TEXCOORD1;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV2
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float4 uv2 : TEXCOORD2;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV3
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float4 uv3 : TEXCOORD3;
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#endif
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#if VFX_SHADERGRAPH_HAS_COLOR
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float4 vertexColor : COLOR;
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#endif
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${VFXAdditionalInterpolantsDeclaration}
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UNITY_VERTEX_OUTPUT_STEREO
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VFX_VERTEX_OUTPUT_INSTANCE_INDEX
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};
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#define VFX_VARYING_PS_INPUTS ps_input
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#define VFX_VARYING_POSCS pos
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${VFXBegin:VFXVertexAdditionalProcess}
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${VFXPassFullScreenDebugCommonVertex}
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${VFXEnd}
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${VFXInclude("Shaders/ParticleMeshes/Pass.template")}
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${VFXPassFullScreenDebugCommonFragment}
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ENDHLSL
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}
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