{ SubShader { HLSLINCLUDE #define mainTexture baseColorMap ENDHLSL ${VFXInclude("Shaders/VFXParticleHeader.template")} ${VFXInclude("Shaders/ParticleHexahedron/PassSelection.template")} ${VFXIncludeRP("Templates/URPDecal/PassDBuffer.template")} ${VFXIncludeRP("Templates/URPDecal/PassGBuffer.template")} ${VFXIncludeRP("Templates/URPDecal/PassScreenSpace.template")} ${VFXIncludeRP("Templates/URPDecal/PassForwardEmissive.template"), AFFECT_EMISSIVE} } }