Files
Fishing2/Packages/com.waveharmonic.crest/Editor/Shaders/VisualizeData.shader

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Shader "Hidden/Crest/Debug/Visualize Data"
{
HLSLINCLUDE
#pragma vertex Vertex
#pragma fragment Fragment
// #pragma enable_d3d11_debug_symbols
ENDHLSL
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.high-definition"
}
Tags
{
"RenderPipeline"="HDRenderPipeline"
"LightMode"="Forward"
"RenderType"="Transparent"
"Queue"="Transparent"
}
Pass
{
Name "Visualize"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "VisualizeData.hlsl"
ENDHLSL
}
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal"
}
Tags
{
"RenderPipeline"="UniversalPipeline"
"LightMode"="UniversalForward"
// Required as I could not set ZWrite for some reason leading to overwritten.
"RenderType"="Transparent"
"Queue"="Transparent"
}
Pass
{
Name "Visualize"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "VisualizeData.hlsl"
ENDHLSL
}
}
SubShader
{
Tags
{
"LightMode"="ForwardBase"
"RenderType"="Transparent"
"Queue"="Transparent"
}
Pass
{
Name "Visualize"
HLSLPROGRAM
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Core.hlsl"
#include "VisualizeData.hlsl"
ENDHLSL
}
}
}