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- Shader "Hidden/Universal Render Pipeline/LensFlareDataDriven"
- {
- SubShader
- {
- Tags{ "RenderPipeline" = "UniversalPipeline" }
-
- // Additive
- Pass
- {
- Name "LensFlareAdditive"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- Blend One One
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile_fragment _ FLARE_INVERSE_SDF
-
- #pragma multi_compile_vertex _ FLARE_OPENGL3_OR_OPENGLCORE
-
- #pragma multi_compile _ FLARE_HAS_OCCLUSION
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
-
- #define FLARE_ADDITIVE_BLEND
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
-
- ENDHLSL
- }
- // Screen
- Pass
- {
- Name "LensFlareScreen"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- Blend One OneMinusSrcColor
- BlendOp Max
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile_fragment _ FLARE_INVERSE_SDF
-
- #pragma multi_compile_vertex _ FLARE_OPENGL3_OR_OPENGLCORE
-
- #pragma multi_compile _ FLARE_HAS_OCCLUSION
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
-
- #define FLARE_SCREEN_BLEND
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
-
- ENDHLSL
- }
- // Premultiply
- Pass
- {
- Name "LensFlarePremultiply"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- Blend One OneMinusSrcAlpha
- ColorMask RGB
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile_fragment _ FLARE_INVERSE_SDF
-
- #pragma multi_compile_vertex _ FLARE_OPENGL3_OR_OPENGLCORE
-
- #pragma multi_compile _ FLARE_HAS_OCCLUSION
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
-
- #define FLARE_PREMULTIPLIED_BLEND
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
-
- ENDHLSL
- }
- // Lerp
- Pass
- {
- Name "LensFlareLerp"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile_fragment _ FLARE_INVERSE_SDF
-
- #pragma multi_compile_vertex _ FLARE_OPENGL3_OR_OPENGLCORE
-
- #pragma multi_compile _ FLARE_HAS_OCCLUSION
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
-
- #define FLARE_LERP_BLEND
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
-
- ENDHLSL
- }
- // OcclusionOnly
- Pass
- {
- Name "LensFlareOcclusion"
-
- Blend Off
- Cull Off
- ZWrite Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vertOcclusion
- #pragma fragment fragOcclusion
- #pragma exclude_renderers gles
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
-
- #define FLARE_COMPUTE_OCCLUSION
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
-
- ENDHLSL
- }
- }
- }
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