Shader "Hidden/Core/LensFlareDataDrivenPreview" { // Note: For UI as we don't have command buffer for UI we need to have one shader per usage // instead of permutation like for rendering // Keep the order as the same order of SRPLensFlareType SubShader { // Image Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Circle Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_CIRCLE #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Polygon Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_POLYGON #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Circle Inverse Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_CIRCLE #define FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } // Polygon Inverse Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One One ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers gles #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #define FLARE_PREVIEW #define FLARE_POLYGON #define FLARE_INVERSE_SDF #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl" ENDHLSL } } }