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 } } }