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