Shader "Hidden/ProbeVolume/VoxelizeScene" { SubShader { Tags { "RenderType"="Opaque" } LOD 100 HLSLINCLUDE #define EPSILON (1e-10) ENDHLSL Pass { Name "VoxelizeTerrain" Cull Off // ColorMask 0 ZWrite Off ZClip Off HLSLPROGRAM #pragma vertex TerrainVert #pragma fragment TerrainFrag #pragma target 4.5 // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } Pass { Name "VoxelizeMesh" Cull Off ColorMask 0 ZWrite Off ZClip Off Conservative True HLSLPROGRAM #pragma vertex ConservativeVertex #pragma geometry ConservativeGeom #pragma fragment ConservativeFrag #pragma target 4.5 #pragma require geometry // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } Pass { Name "VoxelizeTree" Cull Off ColorMask 0 ZWrite Off ZClip Off Conservative True HLSLPROGRAM #pragma vertex ConservativeVertex #pragma geometry ConservativeGeom #pragma fragment ConservativeFrag #pragma target 4.5 #pragma require geometry //#pragma enable_d3d11_debug_symbols #pragma multi_compile _ PROCEDURAL_INSTANCING_ON #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } } // Fallback subshader for platform that don't support geometry shaders SubShader { Tags { "RenderType"="Opaque" } LOD 100 HLSLINCLUDE #define EPSILON (1e-10) ENDHLSL Pass { Name "VoxelizeTerrain" Cull Off // ColorMask 0 ZWrite Off ZClip Off HLSLPROGRAM #pragma vertex TerrainVert #pragma fragment TerrainFrag #pragma target 4.5 // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } Pass { Name "VoxelizeMeshFallback" Cull Off ColorMask 0 ZWrite Off ZClip Off HLSLPROGRAM #pragma vertex MeshVert #pragma fragment MeshFrag #pragma target 4.5 // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } Pass { Name "VoxelizeTreeFallback" Cull Off ColorMask 0 ZWrite Off ZClip Off HLSLPROGRAM #pragma vertex MeshVert #pragma fragment MeshFrag #pragma target 4.5 //#pragma enable_d3d11_debug_symbols #pragma multi_compile _ PROCEDURAL_INSTANCING_ON #include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl" ENDHLSL } } }