Shader "Hidden/Core/LensFlareDataDrivenPreview2" { SubShader { // Additive Pass { Name "LensFlareAdditive" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } LOD 100 Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_ADDITIVE_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Screen Pass { Name "LensFlareScreen" Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_SCREEN_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Premultiply Pass { Name "LensFlarePremultiply" Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_PREMULTIPLIED_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Lerp Pass { Name "LensFlareLerp" Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } LOD 100 Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fragment _ FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_LERP_BLEND #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } } }