Shader "Hidden/Core/ProbeVolumeFragmentationDebug" { SubShader { Tags{ } Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch // #pragma enable_d3d11_debug_symbols #pragma vertex Vert #pragma fragment Frag // Central render pipeline specific includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugBase.hlsl" #define PROBE_VOLUME_DEBUG_FUNCTION_FRAGMENTATION #include "Packages/com.unity.render-pipelines.core/Runtime/Debug/ProbeVolumeDebugFunctions.hlsl" ENDHLSL } } Fallback Off }