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Shader "Hidden/Kronnect/RadiantGICapture" {
Properties {
}
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Subshader {
ZWrite Off ZTest Always Cull Off
Tags { "RenderPipeline" = "UniversalPipeline" }
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.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
ENDHLSL
Pass {
Name "World Positions"
HLSLPROGRAM
#pragma vertex VertRGI
#pragma fragment FragWorldPos
#include "RadiantGICapture_WorldPos.hlsl"
ENDHLSL
}
Pass {
Name "Normals"
HLSLPROGRAM
#pragma vertex VertRGI
#pragma fragment FragNormals
#include "RadiantGICapture_Normals.hlsl"
ENDHLSL
}
}
FallBack Off
}