using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { internal static class MeshUnlitIncludes { const string kMeshUnlitPass = "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/MeshUnlitPass.hlsl"; public static IncludeCollection Unlit = new IncludeCollection { // Pre-graph { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, // Post-graph { CoreIncludes.CorePostgraph }, { kMeshUnlitPass, IncludeLocation.Postgraph }, }; } }