Shader "Hidden/HDRenderPipeline/DebugLightVolume" { Properties { _Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0) _Range("Range", Vector) = (1.0, 1.0, 1.0, 1.0) _Offset("Offset", Vector) = (1.0, 1.0, 1.0, 1.0) } SubShader { Tags { "Queue" = "Transparent" } Tags {"Queue"="Transparent" "RenderType"="Transparent" } Cull Off ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "CoreRP/ShaderLibrary/Common.hlsl" #include "HDRP/ShaderVariables.hlsl" struct AttributesDefault { float3 positionOS : POSITION; }; struct VaryingsDefault { float4 positionCS : SV_POSITION; }; float3 _Range; float3 _Offset; float4 _Color; float _RequireToFlipInputTexture; VaryingsDefault vert(AttributesDefault att) { VaryingsDefault output; float3 positionRWS = TransformObjectToWorld(att.positionOS * _Range + _Offset); output.positionCS = TransformWorldToHClip(positionRWS); if (_RequireToFlipInputTexture > 0.0) { output.positionCS.y = 1.0 - output.positionCS.y; } return output; } float4 frag(VaryingsDefault varying) : SV_Target { return _Color; } ENDHLSL } } }