#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) #define USE_FOG 1 #endif #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define CameraBuffer Texture2DArray #define VFXSamplerCameraBuffer VFXSampler2DArray #else #define CameraBuffer Texture2D #define VFXSamplerCameraBuffer VFXSampler2D #endif // this is only necessary for the old VFXTarget pathway // it defines the macro used to access hybrid instanced properties // (new HDRP/URP Target pathway overrides the type so this is never used) #define UNITY_ACCESS_HYBRID_INSTANCED_PROP(name, type) name //Unlit can use the DepthNormal pass which creates a discrepancy while computing depth #define FORCE_NORMAL_OUTPUT_UNLIT_VERTEX_SHADER 1