Shader "Hidden/Core/DebugOccluder" { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu //#pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" float2 _ValidRange; SamplerState ltc_linear_clamp_sampler; struct Attributes { uint vertexID : VERTEXID_SEMANTIC; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); return output; } float GetOutputColor(float occluderValue) { float value = saturate((occluderValue - _ValidRange.x) * _ValidRange.y); return float4(value.xxx, 1); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline"} Pass { Name "DebugOccluder" ZTest Off Blend One Zero Cull Off ZWrite On HLSLPROGRAM TEXTURE2D(_OccluderTexture); #pragma vertex Vert #pragma fragment Fragment float4 Fragment(Varyings input) : SV_Target { return GetOutputColor(SAMPLE_TEXTURE2D(_OccluderTexture, ltc_linear_clamp_sampler, input.texcoord).x); } ENDHLSL } } Fallback Off }