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- Shader "Hidden/Universal Render Pipeline/LensFlareScreenSpace"
- {
- SubShader
- {
- Tags{ "RenderPipeline" = "UniversalPipeline" }
-
- Pass
- {
- Name "LensFlareScreenSpac Prefilter"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment FragmentPrefilter
-
- #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 URP_LENS_FLARE_SCREEN_SPACE
-
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "LensFlareScreenSpace Downsample"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment FragmentDownsample
-
- #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 URP_LENS_FLARE_SCREEN_SPACE
-
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "LensFlareScreenSpace Upsample"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment FragmentUpsample
-
- #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 URP_LENS_FLARE_SCREEN_SPACE
-
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "LensFlareScreenSpace Composition"
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- LOD 100
-
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment FragmentComposition
-
- #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 URP_LENS_FLARE_SCREEN_SPACE
-
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "LensFlareScreenSpace Write to BloomTexture"
- Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
-
- Blend One One
- BlendOp Add
- ZWrite Off
- Cull Off
- ZTest Always
-
- HLSLPROGRAM
-
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment FragmentWrite
-
- #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 URP_LENS_FLARE_SCREEN_SPACE
-
- #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
-
- ENDHLSL
- }
-
- }
- }
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