// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead // #ifndef SHADERPASS_CS_HLSL #define SHADERPASS_CS_HLSL // // UnityEngine.Rendering.HighDefinition.ShaderPass: static fields // #define SHADERPASS_GBUFFER (0) #define SHADERPASS_FORWARD (1) #define SHADERPASS_FORWARD_UNLIT (2) #define SHADERPASS_DEFERRED_LIGHTING (3) #define SHADERPASS_DEPTH_ONLY (4) #define SHADERPASS_TRANSPARENT_DEPTH_PREPASS (5) #define SHADERPASS_TRANSPARENT_DEPTH_POSTPASS (6) #define SHADERPASS_MOTION_VECTORS (7) #define SHADERPASS_DISTORTION (8) #define SHADERPASS_LIGHT_TRANSPORT (9) #define SHADERPASS_SHADOWS (10) #define SHADERPASS_SUBSURFACE_SCATTERING (11) #define SHADERPASS_VOLUMETRIC_LIGHTING (12) #define SHADERPASS_DBUFFER_PROJECTOR (13) #define SHADERPASS_DBUFFER_MESH (14) #define SHADERPASS_FORWARD_EMISSIVE_PROJECTOR (15) #define SHADERPASS_FORWARD_EMISSIVE_MESH (16) #define SHADERPASS_RAYTRACING (17) #define SHADERPASS_RAYTRACING_INDIRECT (18) #define SHADERPASS_RAYTRACING_VISIBILITY (19) #define SHADERPASS_RAYTRACING_FORWARD (20) #define SHADERPASS_RAYTRACING_GBUFFER (21) #define SHADERPASS_RAYTRACING_SUB_SURFACE (22) #define SHADERPASS_PATH_TRACING (23) #define SHADERPASS_CONSTANT (24) #define SHADERPASS_FULL_SCREEN_DEBUG (25) #endif