Shader "URP/Environment/Sky&Fog/Precompute" { 
Properties {
	_MainTex ("Base Color", 2D) = "white" {}
	density_texture("density texture", 2D) = "white" {}
	optical_depth_texture("optical depth texture", 2D) = "white" {}
}

SubShader { 
	Tags { "PreviewType"="Plane" }

	// loss 3d
	Pass { 
			HLSLPROGRAM
			#include "AtmosphericScattering/AtmospherePrecompute.hlsl"

			#pragma target 3.0
			#pragma vertex MainVS
			#pragma fragment PS_Loss
			//#pragma enable_d3d11_debug_symbols
			ENDHLSL
		}

	// inscattering 3d
	Pass { 
			HLSLPROGRAM
			#include "AtmosphericScattering/AtmospherePrecompute.hlsl"
			#pragma target 3.0
			#pragma vertex MainVS
			#pragma fragment PS_Insc
			//#pragma enable_d3d11_debug_symbols
			ENDHLSL
		}

	// Skyl 3d
	Pass { 
			HLSLPROGRAM
			#include "AtmosphericScattering/AtmospherePrecompute.hlsl"
			#pragma target 3.0
			#pragma vertex MainVS
			#pragma fragment PS_Skyl
			//#pragma enable_d3d11_debug_symbols
			ENDHLSL
		}

	// 3DTo2D
	Pass { 
			HLSLPROGRAM
			#include "AtmosphericScattering/AtmospherePrecompute.hlsl"
			#pragma target 3.0
			#pragma vertex MainVS
			#pragma fragment PS_Fade3DTo2D
			//#pragma enable_d3d11_debug_symbols
			ENDHLSL
		}

	}

}