Shader "Hidden/Core/LensFlareDataDrivenPreview2"
{
SubShader
{
// Additive
Pass
{
Name "LensFlareAdditive"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#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" }
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
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#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" }
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
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#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" }
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
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#define FLARE_PREVIEW
#define FLARE_LERP_BLEND
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
ENDHLSL
}
}
}