Shader "HDRenderPipeline/LensFlare (HDRP Premultiplied)" { Properties { _MainTex ("Texture", 2D) = "white" {} _OccludedSizeScale("Occluded Size scale", Float) = 1.0 } SubShader { Pass { Name "ForwardUnlit" Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } Blend One OneMinusSrcAlpha ColorMask RGB ZWrite Off Cull Off ZTest Always HLSLPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "LensFlareHDRPCommon.hlsl" float4 frag (v2f i) : SV_Target { float4 col = tex2D(_MainTex, i.uv); return col * i.color; } ENDHLSL } } }