my Version
Unity2019.3.0b8
UniversalRP 7.1.5
PostProcess 2.1.7
my Custom Post Processing
Shader "Hidden/PostProcessing/godRay"
{
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
float _BlendMultiply;
float4 _Color;
float4 Frag(VaryingsDefault i) : SV_Target
{
............
............
............
float3 shadowColor = SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, shadowCoord);
return float3(shadowColor,1);
}
ENDHLSL
}
}
}
error info
------------------------------------------------------------
Shader error in 'Hidden/PostProcessing/godRay': redefinition of 'Min3' at /jx3m-TestX/trunk/TestProject/Library/PackageCache/com.unity.render-pipelines.core@7.1.5/ShaderLibrary/Common.hlsl(288) (on d3d11)
Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
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