#ifndef COMPOUND_RENDERER_FEATURE_CORE_INCLUDED #define COMPOUND_RENDERER_FEATURE_CORE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct FullScreenTrianglePostProcessAttributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PostProcessVaryings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; // TODO: Replace with Common.hlsl from URP. PostProcessVaryings FullScreenTrianglePostProcessVertexProgram( FullScreenTrianglePostProcessAttributes input) { PostProcessVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); return output; } #endif