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Shader "Hidden/Kronnect/RadiantGIOrganicLight"
{
SubShader
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#if UNITY_VERSION >= 60010000
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#define UnpackMaterialFlags UnpackGBufferMaterialFlags
#else
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#include "RadiantGI_Common.hlsl"
ENDHLSL
Pass { // 0
Name "Radiant GI Organic Light Pass"
Blend One One
HLSLPROGRAM
#pragma vertex VertRGI
#pragma fragment FragOrganicLight
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_local _ _DISTANCE_BLENDING
#include "RadiantGIOrganicLightPass.hlsl"
ENDHLSL
}
}
}